Posts Tagged ‘gamedev’

OpenGL vs Direct3D: the Return!

OpenGL logo

DirectX logo


Read more…

3 comments - What do you think?  Posted by JeGX - January 28, 2010 at 4:21 pm

Categories: Game Development, Microsoft DirectX, OpenGL   Tags: , ,

Demoscene: Assembly 2009 Results and Releases

Assembly 2009

Assembly 2009 - Demo Rank #1 - Frameranger


Read more…

5 comments - What do you think?  Posted by JeGX - August 13, 2009 at 10:02 am

Categories: Demoscene   Tags: , , , , , ,

ATI Catalyst 8.10 Fixes the Displacement Mapping Bug in OpenGL

Great news! At last, ATI has fixed the displacement mapping bug. Now you can do vertex texture fetching in your vertex shaders with a Radeon! And GPU Caps Viewer is happy:

More information about vertex displacement mapping here: Vertex Displacement Mapping in GLSL Now Available on Radeon!.

You can grab the Catalyst 8.10 BETA from here: Catalyst 8.10 BETA.

I wonder if ATI will write this bugfix in the release notes… Anyway guys, this new release of Catalyst seems to be a great version…

10 comments - What do you think?  Posted by JeGX - September 30, 2008 at 4:43 pm

Categories: Catalyst, Game Development, OpenGL   Tags: , , , , , , , , ,

Horde3D SDK [1.0.0] Beta 2 Released


Advanced skin rendering


Read more…

Be the first to comment - What do you think?  Posted by JeGX - at 9:50 am

Categories: 3D Engines, Game Development, OpenGL, SDK   Tags: , , , , , , ,

DevIL 1.7.1

DevIL (also called OpenIL) seems to re-birth after almost two years of silence. DevIL is back in a new version 1.7.1. Developer’s Image Library (DevIL) is a cross-platform image library utilizing a simple syntax to load, save, convert, manipulate, filter and display a variety of images with ease.

More information here: DevIL’s homepage


As soon as possible I’ll publish a VS2005 C++ project with OpenGL and DevIL. Stay tuned…

1 comment - What do you think?  Posted by JeGX - August 28, 2008 at 11:27 am

Categories: Programming   Tags: , , , , , ,

InteliShade Beta v3.0

InteliShade is a Visual Studio plugin allowing you to have code outlining and intellisense when editing HLSL code in your projects. InteliShade 3.0 supports Visual Studio 2005 and 2008 and is available as a free download.

1 comment - What do you think?  Posted by JeGX - August 25, 2008 at 9:27 am

Categories: Programming, Utilities   Tags: , , , , , , ,

GameDeveloperTools.com Launched

GameDeveloperTools.com or GDT was created to provide a one-stop resource of available tools for game developers. Tools include books, tutorials, engines and utilities.


Cool, Demoniak3D is already listed in their database!

Be the first to comment - What do you think?  Posted by JeGX - August 20, 2008 at 3:54 pm

Categories: Game Development, Industry News   Tags: , ,

New GPU Gems #2 Chapters Online


Read more…

Be the first to comment - What do you think?  Posted by JeGX - at 10:21 am

Categories: Books, Game Development, Microsoft DirectX, OpenGL   Tags: , , , , , , , ,

NVIDIA ForceWare 177.89: OpenGL Extensions and OpenGL 3.0 Code Sample


[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.89 WinXP 32 pour une GeForce GTX 280.
[/French]
[English]
Here is the list of OpenGL extensions supported by Forceware 177.89 WinXP 32 drivers for a GeForce GTX 280.
[/English]

[French]
Les ForceWare 177.89 sont les premiers pilotes à offrir le support OpenGL 3.0. Mais pour le moment, ce support n’est pas officiel. Il faut l’activer de manière logiciel grâce à l’utilitaire NVemulate de NVIDIA:


L’activation d’OpenGL 3.0 donne accès à une nouvelle extension WGL_ARB_create_context qui permet de créer un context de rendu OpenGL 3.0. Si vous souhaitez ouvrir la porte d’OpenGL 3.0, voilà le code nécessaire:
[/French]
[English]
Forceware 177.89 are the first drivers to offer the OpenGL 3.0 support. But currently, this support is not official. We have to enable it thanks to NVIDIA’s NVemulate utility:


OpenGL 3.0 activation gives an access to a new extension: WGL_ARB_create_context.
This extension makes it possible to create an OpenGL 3.0 rendering context. If you wish to explore the new world of OpenGL 3.0, here is the necessary code:
[/English]

// wglCreateContextAttribsARB prototype.
typedef HGLRC (APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)\
(HDC, HGLRC, const int*);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;

// Get a pointer on the create context func.
wglCreateContextAttribsARB = \
(PFNWGLCREATECONTEXTATTRIBSARBPROC) \
wglGetProcAddress("wglCreateContextAttribsARB");

// Create an OpenGL 3.0 context.
HGLRC gl3Ctx = wglCreateContextAttribsARB(dc, 0, NULL);

//
// Do something with this opengl 3.0 rendering context.
//

// Delete the context
wglDeleteContext( gl3Ctx );
gl3Ctx = NULL;

[French]
Ceci étant dit, voilà la liste des nouvelles extensions pour un contexte de rendu OpenGL 2.1 avec support OpenGL 3.0 activé:
[/French]
[English]
That said, here is the list of the new extensions for an OpenGL 2.1 rendering context with OpenGL 3.0 support enabled:
[/English]

[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb

- Drivers Version: Forceware 6.14.11.7789
- OpenGL Version: 2.1.2
- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
- OpenGL Renderer: GeForce GTX 280/PCI/SSE2
- Drivers Renderer: NVIDIA GeForce GTX 280
- ARB Texture Units: 16
- Vertex Shader Texture Units: 32
- Pixel Shader Texture Units: 32
- Geometry Shader Texture Units: 32
- Max Texture Size: 8192×8192
- Max Anisotropic Filtering Value: X16.0
- Max Point Sprite Size: 63.4
- Max Dynamic Lights: 8
- Max Viewport Size: 8192×8192
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 2048
- Max Varying Float: 60
- Max Vertex Bindable Uniforms: 12
- Max Fragment Bindable Uniforms: 12
- Max Geometry Bindable Uniforms: 12
- MSAA: 2X
- MSAA: 4X
- MSAA: 8X
- MSAA: 16X
- MSAA: 32X

OpenGL Extensions: 168 extensions

[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
[/English]

Read more…

6 comments - What do you think?  Posted by JeGX - August 18, 2008 at 8:48 pm

Categories: Forceware, Game Development, OpenGL   Tags: , , , , , , , , , , ,

Real Time Realistic Rendering of Nature Scenes

A thesis about real-time realistic rendering of nature scenes with dynamic lighting has been published. This thesis includes all details about real-time grass rendering and about real-time tree rendering with indirect lighting.

You can grab the thesis here: PhD thesis


It’s a pity there is no real-time 3D demo. Screenshots are cool but a real demo is better!
—-
[via]

2 comments - What do you think?  Posted by JeGX - at 7:12 pm

Categories: Game Development, Programming   Tags: , , , , , ,

Next Page »