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 Post subject: Shader VMK 0 - Introduction
PostPosted: Mon Aug 06, 2012 8:03 pm 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
A brief introduction to the OpenGL Shader Engine series. This VMK series is a continuation of the Game Engine and Ghost Toast VMK series. In those other VMK series you saw how to develop a game engine mainly using OpenGL v1.0 features. In the Shader VMK series the game engine is rewritten using more advanced C++ features and the renderer is updated to use the core OpenGL v3.x specifications. Visual C++ 2010 (or newer) is required to follow along because I will be using new features of the C++ language that are not available in older compilers.

You need to be have a premium membership to the website, or you must have previously purchased the Part 1+2: Complete Ghost Toast Game Design to be able to download the tutorials in the Shader Engine VMK series.

If you purchased Part 1: 3D OpenGL Game Engine and Part 2: Ghost Toast Development individually, then you also qualify to download the Shader VMK series.


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 Post subject: Re: Shader VMK 0 - Introduction
PostPosted: Mon Aug 13, 2012 2:31 am 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 447
Marek, do you have a general Idea of how many videos, and what the total download size for this series would be?


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 Post subject: Re: Shader VMK 0 - Introduction
PostPosted: Mon Aug 13, 2012 6:05 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
skilz80 wrote:
Marek, do you have a general Idea of how many videos, and what the total download size for this series would be?

Sorry, I have no idea. Based on the amount of code that I have written so far, it is going to be more than the Game Engine and Ghost Toast VMK series combined.


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 Post subject: Re: Shader VMK 0 - Introduction
PostPosted: Tue Aug 14, 2012 6:10 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
There is a lot of new stuff to cover in the shader engine series like:
* Migrating from OpenGL 1.0 to OpenGL 2.x to OpenGL 3.x and looking at the changes to the API along the way
* Writing the shader engine to be exception safe
* Learn to write OpenGL Shader Language (GLSL) code
* Safely handling variables across different threads
* Adding an automatic build numbering system
* Handling singleton objects in a safer way
* Unified asset storage and manipulation framework
* Creating an animation engine that handles easing curves
* Smarter memory management through out
* Replace VMK file format with a better (more modular) custom file format
* Update GUI framework with a more advanced one which supports content aware sizing
* AND MORE...


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 Post subject: Re: Shader VMK 0 - Introduction
PostPosted: Fri Aug 17, 2012 12:57 pm 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 447
Nice I look forward to seeing them all!


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