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  1. In Topic: Storing Dynamic Objects

    Posted 18 Apr 2014

    I think I might have worded that poorly. I do have one big map that holds each entities' GUID, and the components tied to it. What i'm looking for, is more of the objects that hold the entity ID.

    For example, my Item class might just only have an int entityID, along with a few helper functions and whatnot. I'm more looking for what makes sense the most when it comes to holding the object that holds the entity basically. So, I would have a list of 10 Item Class Objects, that each have their own entity ID. Now, the entity for the Item is held in a Map in my EntityManager class. So that's all set.

    But, then i'll have an ItemSystem to handle all of the item logic in the game. ( Picking up, putting down, using, etc ). So, if it wasn't clear, ( which is always possible with the way stuff pours out of my mind! ), i'm looking for advice for storing the class objects that HOLD the entity ID. Basically the object the entity represents. So, would it be more common to see that list of ten items held in one single list in Item System, or would it be more common to see those items held by their actual owners, like the Player's Inventory, Game World, etc.

    Sorry if I misunderstood your answer, and i'm correcting something that isn't wrong. I hope this hammers my point across! :P Thanks for the help though!
  2. In Topic: OpenGL 3.2 - Draw a Fullscreen Quad

    Posted 1 Nov 2013

    If I'm going by the right versions, which I believe 3.2 is when you NEED to create your own shaders, then I don't think GL_QUADS is used really anymore. You're much better off using an element/index array, and use the values for four vertices, like it seems you were originally. Instead of GL_QUADS, you would use GL_TRIANGLES.
  3. In Topic: Making a game with java

    Posted 12 Sep 2013

    If you have access to it, one good, very beginner book I read was Head First Java. You can find it on Amazon. It's great for learning as it is very beginner friendly, assumes you don't have much, if any programming experience, and uses language that is more what you might hear on the street than reading in a text book. Also shouldn't be too expensive, maybe 40-50 USD max.
  4. In Topic: Creating OpenGL Quads

    Posted 12 Sep 2013

    Thanks for all the advice BBeck! I think you basically finished off answering my questions in this topic, with a fair amount of detail I might add! I'm understanding more and more current graphics rendering, which is pretty interesting to say the least!
  5. In Topic: Creating OpenGL Quads

    Posted 6 Sep 2013

    I think Mylo did explain it how I was thinking as well. BBeck, it is BEFORE any transformations are applied, since i'm just talking about actually creating the vertices, and not transforming them or modifying them in any way. I was looking for the way to put the coordinates like I did above, but making the quad a certain scale without any transformations, just to put the texture on correctly. Then, after that, I already have all the transformation matrices set up, and know how to use them even if I don't FULLY understand matrix math. (I do understand the basics).

    So Mylo did pretty much answer my question the way I hoped, but the rest of you provided some pretty useful info as well!

    So, maybe part two of this question now that we are on the right track here.

    So, using glm::ortho() to set my projection matrix, It takes the arguments of the width and height, which I believe are also in NDC space. (-1 to 1). Right now, I have it set to ten units, with a one unit block. The block takes up (based on just visually estimating) the one unit, so with the ortho projection, it looks like I can fit 20 side by side, which is the space from the ortho projection. If I were to make the ortho projection, say, 1280x720 units to represent a screen, would making a block 32x32 units wide represent a 32x32 pixel size? Or is that not even a good idea to do? Thanks guys, you've all been a huge help!

    As an example, one of the online resources i've been using is: http://www.opengl-tu...ial-11-2d-text/
    Not just that one tutorial, but all of them on that website. If you look at the first section right underneath the big underlined Drawing header, that's pretty much the problem i'm looking on solving. I'm using this to try to figure it out along with the help you guys are giving me. Hopefully that shows a little clearer what i'm looking for here, in case anyone was lost! :)

My Information

Member Title:
D.I.C Head
21 years old
March 17, 1993
Gaming, Game Programming, and Drumming!
Years Programming:
Programming Languages:
C++, Java, C#

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