Quote:
Why would you need an IRC/IM bot? to annoy/spam people?

and I see. I kinda expected such a thing from DX.
Quote:
Originally Posted by Multiverse 
Well I don't have any reason other than that's what the book, Advanced 2D Game Design, uses. I haven't looked much into OpenGL, but I do plan on it. Also, I plan on jumping into 3D programming after I get game programming down in general, so I figured this would be a good route. I just finished a Java class and more specifically it was my first experience with OO programming.
What language(s) did you use for your Graphics Engine? and did you use OpenGL or DirectX?

Well I don't have any reason other than that's what the book, Advanced 2D Game Design, uses. I haven't looked much into OpenGL, but I do plan on it. Also, I plan on jumping into 3D programming after I get game programming down in general, so I figured this would be a good route. I just finished a Java class and more specifically it was my first experience with OO programming.
What language(s) did you use for your Graphics Engine? and did you use OpenGL or DirectX?
Ah ok

ad my engine won't even be close to the speed of yours, since it purely runs on the CPU. We weren't supposed to make engine like eg: CryEngine III or something haha. We're just starting from the basics, which are the already-integrated calculations in gpu's themselves. I've added a spoiler of a readme file I made to show my professor the functionalities I implemented. it's quite nice
though most of it is so close to the basics of graphical functionality that they're integrated in gpu's already lol (scaling, triangulation, lighting, zbuffering,...)Warning: Spoiler! (Click to show)
==Computer Graphics==
Naam: Olivier Van Aken
Datum: 25/05/12
*2D L-systems:
- implemented basic functionality:
+ centered view of Real lines
+ 2D L-Systems
- implemented advanced functionality:
+ L-Systemen met haakjes
*3D Linedrawings:
- implemented basic functionality:
+ Rotation around X-axis
+ Rotatie around Y-axis
+ Rotatie around Z-axis
+ Translation
+ Scaling
+ Eye-point transformation
+ Perspective projection
*3D Bodies:
- implemented basic functionality:
+ Cube
+ Tetrahedron
+ Octahedron
+ Icosahedron
+ Dodecahedron
+ Cylinder
+ Cone
+ Sphere
+ Torus
*Z-Buffering with Lines:
- implemented basic functionality:
*Z-Buffering with Surfaces:
- implemented basic functionality:
*3D Fractals:
- implemented basic functionality:
+ generation of 3D fractals
- implemented advanced functionality:
+ Generation of a Buckyball (buckyball_zbuf.ini &
buckyball_wireframe.ini, zie project)
*Lighting:
- implemented basic functionality:
+ ambient light
+ diffuus light (infinite light source)
- implemented basic functionality:
+ Point(light)sources (non-infinite light source)
+ specular light
*Spheres en Cylinders (turning points of figures into spheres and the lines between them into cilinders
to show bigger effects of lighting and create thick figures)
- implemented basic functionality:
Naam: Olivier Van Aken
Datum: 25/05/12
*2D L-systems:
- implemented basic functionality:
+ centered view of Real lines
+ 2D L-Systems
- implemented advanced functionality:
+ L-Systemen met haakjes
*3D Linedrawings:
- implemented basic functionality:
+ Rotation around X-axis
+ Rotatie around Y-axis
+ Rotatie around Z-axis
+ Translation
+ Scaling
+ Eye-point transformation
+ Perspective projection
*3D Bodies:
- implemented basic functionality:
+ Cube
+ Tetrahedron
+ Octahedron
+ Icosahedron
+ Dodecahedron
+ Cylinder
+ Cone
+ Sphere
+ Torus
*Z-Buffering with Lines:
- implemented basic functionality:
*Z-Buffering with Surfaces:
- implemented basic functionality:
*3D Fractals:
- implemented basic functionality:
+ generation of 3D fractals
- implemented advanced functionality:
+ Generation of a Buckyball (buckyball_zbuf.ini &
buckyball_wireframe.ini, zie project)
*Lighting:
- implemented basic functionality:
+ ambient light
+ diffuus light (infinite light source)
- implemented basic functionality:
+ Point(light)sources (non-infinite light source)
+ specular light
*Spheres en Cylinders (turning points of figures into spheres and the lines between them into cilinders
to show bigger effects of lighting and create thick figures)
- implemented basic functionality:





