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 Post subject: Websites that offer tutorials
PostPosted: Wed Jun 15, 2011 8:19 pm 
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Joined: Sun Feb 11, 2007 8:59 am
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Location: Ontario Canada
http://www.cprogramming.com : Resource for C and C++ Programming Tutorials, Tips and Tricks


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 Post subject: Re: Websites that offer tutorials
PostPosted: Thu Jun 16, 2011 3:04 am 

Joined: Sat Jun 23, 2007 7:56 pm
Posts: 145
Blender
http://www.blendercookie.com/
http://www.blenderguru.com/

General
http://www.3dbuzz.com

OpenGL/GLSL
http://www.lighthouse3d.com/
http://www.fabiensanglard.net/
http://www.songho.ca/opengl/

Indie Devs
http://blog.wolfire.com/
http://frictionalgames.blogspot.com/
http://www.tower22.blogspot.com/


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 Post subject: Re: Websites that offer tutorials
PostPosted: Wed Nov 23, 2011 10:14 am 

Joined: Tue Nov 22, 2011 4:59 pm
Posts: 12
This website has some nice articles. the only downside is its attacked often and slow or down what seems like just when you need it.

http://www.learncpp.com/

this website has a really helpful forum then tends to answer your question fairly quickly. the forum is usually not polluted with spam like some are. It also has some nice beginner tutorials that will take you through the basics.

http://www.cplusplus.com/


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 Post subject: Re: Websites that offer tutorials
PostPosted: Sun Mar 27, 2016 2:19 pm 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 450
Pertaining to the use of any general Physics Engine that is coupled into any Game Engine I found this to be of interest: http://www.opengl-tutorial.org/miscella ... s-library/

I like how they stated:
Quote:
Physics engines don’t know anything about OpenGL; and in fact, all of them can run without any 3D visualization at all. So you can’t directly give Bullet your VBO. You have to add a Rigid Body in the simulation instead.

I find this to be useful information as we begin to improve upon the current Shader Engine for when we begin to work in a 3D environment. With this type of information we could simply integrate an already existing Physics Engine that would work seamlessly with our current model without having to create every aspect of a physics engine. This would allow for a more robust and reusable addition to our current Solution. However, with that being said; I still like the approach and idea of having tutorials to build a generic Physics Simulation from the ground up since it provides the methods and approaches taken into developing a professional source code base. Taking the long approach is a lot more effort and work and in other ways it defeats the purpose of not re-inventing the wheel, but having a tutorial of such is still a great way to learn the methodologies that are used into creating such a structure. The later approach also enhances the ability to asses, problem solve and to reinforce the construction of the underlying mathematical, programmable and algorithm building aspects of any application.

Yes, in the real world application in the development process it is much wiser to use already existing and tested libraries that have adequate and proper documentation that are quite easy to integrate and use within your own application. Now, as for the learning or studying approach the process of building one such library from the ground up may be arduous, tedious, harder, longer to develop, write and debug, and more prone to errors; it still offers the ability to strengthen one's knowledge of the current IDE, programming language and engineering skills.


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