Is it possible to use OpenGL purely with C instead of C++? I am wanting to make sure there won't be any problems with my using C and not C++. OpenGL does not depend on any C++ libraries right?
Yes, in fact OpenGL is a C library. You can perfectly use it with C.
I have the book iPhone 3D Programming; this book taught be a lot about overall c++ iPhone application architecture and iPhone OpenGL ES. But a lot of the book is obviously about 3D, so most of the book wasn't that useful to me. I also have Game Coding Complete 3rd Edition; this book taught me a lot about game engine architecture but the emphasis is on c++ windows desktop game programming. I am looking for c++ 2D game engine architecture books. I'm not looking to use any frameworks; I want something more geared towards 2d c++ game engine architecture. Any suggestions? Thanks.
that anyways, I was curious if it's possible to embed an html renderer into an app, and have it display over graphics drawn in opengl? That way i could theoretically use html pages to design the interface If it is possible, how difficult would it be and is it a good idea? are there any projects that do this already? Thanks ...The game I've been working on uses opengl/sfml for graphics. I'm currently working on the interface and I've found determining all the proper offsets/positioning etc. to be a pain. To make
the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later...Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices... 3D authoring application (3ds Max, Maya, Softimage) into the game. However, doing so from scratch is going to be really be a lot of work. Therefore, is there any available solution/middleware
I would like to any tips/articles/tutorials on how to write collision detection using OpenGL and C++ in 3D mainly just simple box collisions etc but also if there are any advanced resources that would be great to. i also don't wont to use any external library`s if possible. thanks
better. I would also like compatability, If Theres one that fits DirectX(at least 9) and OpenGL, then that would be good) 2D Graphics(I liked SFML, so it its possible to get something that works with SFML..., so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working...) Also if there are any other libraries that work well with these I would like to know. Any answers would be very helpful. and details would be even nicer =) Thanks in advance. -Molma
on exporting animation information, especially when the mesh changes its geometry? I would be thankful for advices that could point me into right direction. It would be nice to save some time instead of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++. ...After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game. I will need to export
Is it possible to load a texture using the NDK, but pass the result back to use in java. I have used the code in the link above and it appears to load the png correctly and generates a texture ID without an error (the id is 0 before the loading function is called and non-zero afterwards). Is it not allowed to mix opengl operations between C++ and java? Thanks for your help All the best, Ash
Everybody heard about the release of the Quake3 source code. But since it's plain C but uses OOP a little, isn't it too complex to decipher or to use for large projects such as a 3rd person shooter/hack&slash with smooth camera movements ? Would it be a good idea to use it instead of Ogre, I want to be sure it's really harder to use since it's only an engine dedicated to FPS. Ogre seems... the release of the quake3 engine changed for open source developpers (except the infamous invsqrt method). I heard Carmack released it for students or people alike, but C++ is here: is quake3's code
Ive been reteaching myself opengl so I can make a game on android. However Ive been struggling with how to build objects and scenes in opengl using c/c++ and passing them through the jni to the virtual machine where android can use them. Can some one point me towards some tutorials that actually show the use of natively built objects being created and passed through to the jni. Im fine using c... but I cant figure out how to create a scene in opengl in c++ and then pass it to java. Ive been looking at writing everything using java but Im not sure if the java bindings make for some performance