Starting with OpenGL and C++, proper path? -
i need specific , general advice. i'm proficient java programmer , experienced web programmer, software development , i've been tackling c++. have great idea game i'd do, , realize huge undertaking--but i'm looking @ more opportunity learn c++, wrapping, whatever run in dev process...
but can't foot in door conceptually! can handle c++ aspect fine, it's setting graphics, right way, that's confusing me. i've run through bunch of tutorials opengl c++ different things, none of can work...
some use glut , glew. glut dead , freeglut thing now. ignore entirely , use bunch of files "glaux.h" can't seem find--and other tutorials devoted avoiding "glaux.h"... tutorials i've found come caveat in comments version of opengl dated , should using newer libraries-- , still others 3rd party libraries ogre , aurora.
i've been looking through bunch of books , tutorials have different setup using opengl c++. realized there not one right way of doing it, per se, i'm looking way current, popular, , maximize usefulness of project far learning... links tutorials or advice in general appreciated.
btw, i'm using visual studio express 2010 (good idea?). game won't graphically intense (isometric 2d) require ton of logic , ton of data, why want speed things using c++. other insights on better ways of doing using c++ login , graphics (from industry perspective) valuable me! in advance!
assuming you're learning opengl learning experience, recommend this:
use glew, no argument. it, code core profile. default, opengl accepts old command (eg fixed function pipeline) later disappear, , don't want waste time on that. specifically: learn vbo's, texture's, and, of all, learn shaders.
forget glaux , glut. freeglut , standard option. less obvious choice qt, it's qglwidget allows make gl calls, , not worry context creation , that. , it's dead easy add gui options, nice have when programming graphics.
to learn opengl, recommend http://duriansoftware.com/joe/an-intro-to-modern-opengl.-table-of-contents.html. nehe has problem more half of stuff useless learn, , there's lot of fluff (window creation et al) around it.
but, wouldn't recommend opengl way learn real-time graphics programming. alternatives not limited directx. learned ton of graphics coding working ogre3d. still have concepts @ disposal need know (working low level vertex , index buffers, textures, shaders), , implements tons of stuff make life easier. might not learn ins , outs of specific api, learn need know conceptually. when became graphics programmer, hadn't written line of directx code, got grips our engine swiftly. learned calls easy after that. know hardware, , concepts. actual implementation changes on time anyway.
oh, , in case haven't repeated enough. learn shaders
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