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[01:40:09] <exiled> Hello ! I am a total begginner in OpenGL so I have a bunch of maybe weird questions
[01:41:07] <exiled> the first one : i'm following different tutorials, and I would like to ask : do you know why with SDL + OpenGL it is supposed to draw a triangle without shaders, and with GLEW no, I need a shader to see it ?
[01:41:52] <chrisf> anything pre-shaders is dangerously out of date.
[01:41:56] <DarkUranium> exiled, different OpenGL versions. Any tutorial using SDL1 is also woefully outdated.
[01:42:12] <DarkUranium> I'd argue any tutorial recommending GLEW is too. But YMMV.
[01:42:34] <chrisf> glew >= 2.0 isnt terminally broken
[01:42:37] <exiled> This tutorial is with SDL 2.0. But the point is, I don't like SDL ^^ I would like to avoid it
[01:43:03] <exiled> I'm used to SFML, but unfortunately it seems to have poor support of OpenGL 3.x versions
[01:43:16] <exiled> (I tried and the program crashes x)
[01:43:34] <exiled> but it is documented that SFML better support opengl 2
[01:43:49] <Stragus> Try GLFW, it's pretty good
[01:44:51] <DarkUranium> chrisf, but I'd argue there's little point in using it anyhow.
[01:45:10] <exiled> okay, so GLFW then
[01:45:33] <chrisf> DarkUranium: pick a windowing solution, pick a loader, doesnt matter which as long as they work
[01:45:56] <DarkUranium> chrisf, sure. But GLEW tends to need carrying around a dynamic library (because that's the recommended option, apparently) and so forth.
[01:46:14] <Stragus> GLEW really is a single .c file
[01:46:19] <DarkUranium> exiled, what don't you like about SDL2?
[01:46:42] <chrisf> to go with the other 40 dynamic libraries in a real app, right.
[01:47:27] <exiled> DarkUranium, it's irrational i'll admit. I just tried SDL long ago and didn't like it. And, it's a C library after all. I love SFML which is object oriented
[01:47:46] <chrisf> you're going to hardly touch your windowing library
[01:48:07] <chrisf> create context, plumb input, forget about it
[01:48:10] <DarkUranium> exiled, so is SDL. (yes, yes it is)
[01:48:35] <exiled> SFML has great audio / events / network support. Too bad I couldn't integrate OpenGL fully and easily with it
[01:48:42] <DarkUranium> And OOP really shouldn't be a criterion. As chrisf is saying, you're not gonna see it much.
[01:49:13] <DarkUranium> SDL has SDL_net, I guess, but for games, you're probably better off with something like enet anyhow
[01:49:26] <chrisf> it looks like sfml can support modern versions + core profile
[01:49:29] <DarkUranium> than raw TCP/UDP manipulation (assuming that's what SFML offers)
[01:49:45] <Stragus> SFML is one of those libraries that try to do everything, and often you would often want just a little piece anyway
[01:49:46] <chrisf> you lose the 'graphics module' support but you didnt  care about that anyway
[01:50:37] <Stragus> It's usually preferable to pick the best libraries for each problem, rather than look for a library that does everything
[01:51:19] <exiled> Yeah, that's a good point but there is also the criterion that I already know SFML, I'm fast and productive with it
[01:52:09] <DarkUranium> BTW, does anyone know of a good alternative to enet? enet seems a bit ... big.
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[01:52:45] <exiled> chrisf: you're right, but i tried with calling different "minor version" values. With 3.0 you have only the "Compatibility" mode. With 3.2 my program crashes. With 3.3 it says it falls back to 3.2
[01:53:09] <DarkUranium> exiled, are you sure you're requesting a core profile?
[01:53:25] <exiled> I'm requesting it, not obtaining it depending the version I request
[01:53:51] <chrisf> exiled: what platform?
[01:54:27] <exiled> I tought maybe my graphic card driver causes the crash, but the exact same drawing of vertices works with glfw3 and glew
[01:54:38] <exiled> Linux Mint, Nvidia
[01:54:48] <DarkUranium> exiled, official drivers, or noveau?
[01:54:53] <exiled> Gcc 8
[01:54:59] <exiled> non free drivers
[01:55:02] <DarkUranium> nouveau*
[01:55:04] <DarkUranium> ah
[01:55:24] <DarkUranium> Then you should definitely have at least 4.5 (probably even 4.6)
[01:55:58] <DarkUranium> I don't use SFML, so I can't really help you much. 3.3 should most definitely be supported, though.
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[01:56:07] <DarkUranium> At least core should. Are you absolutely 100% sure that you're requesting core?
[01:56:07] <exiled> OpenGL core profile version string: 4.3.0 NVIDIA 375.66
[01:56:07] <exiled> OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler
[01:56:07] <exiled> OpenGL version string: 4.5.0 NVIDIA 375.66
[01:56:48] <exiled> sf::ContextSettings openGLContextSettings;
[01:56:48] <exiled>     openGLContextSettings.depthBits = 24;
[01:56:48] <exiled>     openGLContextSettings.stencilBits = 8;
[01:56:48] <exiled>     openGLContextSettings.antialiasingLevel = 4;
[01:56:48] <exiled>     openGLContextSettings.majorVersion = 3;
[01:56:49] <exiled>     openGLContextSettings.minorVersion = 2;
[01:56:51] <exiled>     openGLContextSettings.attributeFlags = sf::ContextSettings::Core;
[01:57:06] <exiled> I get the window to open
[01:57:35] <exiled> but as soon as I call glVertexAttribPointer(0, 2, GL_FLOAT, GL_TRUE, 0, vertices);
[01:57:38] <exiled> it crashes
[01:57:59] <DarkUranium> I don't think any GL above 3.0 even supports that anymore.
[01:58:02] <DarkUranium> You need to use VBOs.
[01:58:32] <exiled> the exact same code works with glsw3 and glew :)
[01:58:52] <DarkUranium> With same GL version?
[01:59:04] <DarkUranium> or rather, same context?
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[02:01:36] <exiled> aand I got them from a tutorial that says teachs OpenGL 3.1 and will then go to 3.3 but "we need to learn something in 3.1 first". It's the tutorial with SDL, that i tried to adapt to SFML. For the context, I'm not sure no, I'm to new to know what the context is with glfw3 and glew
[02:02:29] <exiled> But there is an obvious problem probably. SFML says that we just need to include <SFML/OpenGL.hpp>
[02:02:39] <exiled> and with this include those functions are not defined
[02:03:01] <exiled> so I included glew and glfw3
[02:03:30] <DarkUranium> you should definitely not use SFML *and* GLFW.
[02:03:36] <DarkUranium> Use one or the other. Not both.
[02:03:47] <DarkUranium> Anyhow, maybe what you need is a loader, like glad (or, indeed, glew)
[02:04:16] <exiled> maybe yeah ! I heard about that, didn't know that glew was one ^^
[02:04:36] <DarkUranium> IMO not a very good one. As chrisf said, GLEW2 is decent, but eh.
[02:04:38] <exiled> I tried to use glad but it was before experimenting with SFML, before succeeding anything with opengl
[02:05:08] <exiled> just a question. What is GLFW then ? ^^ I thought it WAS OpenGL ^^
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[02:05:30] <exiled> i mean, i link vs -lGL and -lglfw
[02:05:45] <exiled> so -lGL is the one and only OpenGL lib here ?
[02:05:49] <solidus-river> hey all, i'm having a hell of a time trying to understand passing a read/write buffer of an array of structs to and from a glsl 450 core compute shader
[02:06:09] <exiled> sorry, i will figure that on the net
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[02:06:56] <exiled> but one thing again : you said these functions are deprecated ? But it is that that they teach on open.gl website i think
[02:07:11] <exiled> i mean, it's not opengl 2 style no ?
[02:07:24] <vmt> glfw does cross-platform opengl context creation, windowing and input for you
[02:07:46] <exiled> thank you vmt . I think I mixed things, I thought it was GLEW x)
[02:08:13] <exiled> i started yesterday really
[02:08:34] <vmt> the ew in glew stands for "extension wrangler". what a jungle.
[02:08:43] <DarkUranium> exiled, I said any rendering not requiring a custom shader is gone (not even deprecated). Because it is!
[02:08:59] <DarkUranium> The only place it isn't gone is compatibility profiles, which reintroduce these legacy features.
[02:09:03] <exiled> okay ! But it's not the names of the functions then
[02:09:16] <DarkUranium> That too, in some cases. Depends on the function.
[02:09:32] <DarkUranium> And parts of functionality might be. E.g. using glVertexAttribPointer without a VBO
[02:09:40] <vmt> i would recommend using glfw over sdl/sfml.
[02:09:46] <DarkUranium> or texture borders with glTexImage and such
[02:09:55] <DarkUranium> (that couldn't be relied upon even in the GL2 days!)
[02:10:04] <vmt> use other things for audio, networking, the kitchen sink and the fax machine. i.e. the things which sdl and sfml implement.
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[02:10:12] <DarkUranium> I'd recommend using SDL over GLFW. But *shrug*
[02:10:13] <exiled> as I said, those same functions require a shader in one tutorial (and this one I did and compiled, and had to write a shader to see the triangle). In the other tuto, with SDL, they show a picture of triangle before talking about shaders. It is supposed to show on screen. But i didn't tried that one
[02:10:42] <DarkUranium> I said what I said, no point repeating it.
[02:11:12] <exiled> yep, it's crystal clear :)
[02:11:22] <exiled> thank you everybody for infos
[02:11:42] <vmt> DarkUranium: why?
[02:12:12] <DarkUranium> vmt, bad experiences with GLFW, and the author is ... not exactly the type of person I'd trust with this. The main author, at any rate.
[02:12:19] <solidus-river> https://pastebin.com/R6RhLaCr
[02:12:33] <vmt> care to elaborate on the bad experiences?
[02:12:39] <solidus-river> this is where I'm at but i don't think its right / am unsure how to bind my array of structs to that buffer correctly
[02:12:58] <DarkUranium> vmt, needed dynamic linking for something. The response can best be summarized with a "go fuck yourself, static linking's the shit".
[02:13:14] <DarkUranium> It was, for a while, a *feature* that you couldn't compile GLFW to a dynamic library.
[02:13:22] <DarkUranium> It was then that I decided to stop using GLFW.
[02:13:41] <DarkUranium> Was a while ago, but still.
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[02:15:18] <vmt> alright, i guess that's quite a valid reasoning. the only reason i use glfw over x, is because it only does what i want. takes away the cross-platform struggle of windows, input and the gl ctx.
[02:15:41] <dahlia> I just include glfw as source as a subproject but I think I'm going to switch to SDL eventually
[02:15:55] <dahlia> cuz sound n stuff
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[02:16:55] <exiled> that's exactly why I would have like to stick with SFML
[02:17:03] <exiled> maybe I'll give it more try
[02:17:35] <exiled> seems everyone has his favourite portable windowing library
[02:17:46] <exiled> SFML now works on mobile and blah
[02:17:50] <vmt> there's plenty of alternatives that do x-platform.
[02:17:53] <vmt> for sound.
[02:18:25] <dahlia> whatever works, is cross platform, and is easy :)
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[02:23:46] <vmt> wellp. it gives you more options wrt. choosing the right tool for the job, if you're not constrained to using sdl2's audio system
[02:25:23] <vmt> of course you aren't fully constrained to it, but using something else while using sdl2 kind of defeats the purpose
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[02:32:03] <exiled> I just noticed that I had the "nouveau" nvidia drivers activated, didn't think so
[02:32:12] <exiled> i'm installing the proprietary one now
[02:32:21] <exiled> but that probably is not the problem
[02:32:55] <exiled> i just saw that SFML/OpenGL.hpp, the only recommanded include to do OpenGL in SFML, just includes /usr/lib/GL/gl.h
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[02:33:07] <mefesto> late to the party but i find sdl quite nice to work with
[02:33:33] <exiled> and this file does not define many needed drawing functions that, for instance, glfw defines
[02:33:43] <DarkUranium> yeah, gl.h is legacy only.
[02:33:56] <mefesto> good game controller integration too. plus when you run your app through steam you can use the steam controller as well and benefit from the different controller configs
[02:34:11] <DarkUranium> ^
[02:34:28] <mefesto> get on some glad :)
[02:34:30] <exiled> so, if i'm not supposed to include glfw in SFML, but SFML is supposed to support OpenGL 3.2 or even 3.3, which header should I include ? ^^
[02:34:52] <exiled> okay, thanks, gonna give it another try
[02:36:08] <exiled> I checked i get a 3.2 Core context with SFML. Gonna compile with 3.3 request now
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[02:36:19] <mefesto> if you go with glad, only include it's header and not SFML's OpenGL.h...
[02:36:35] <exiled> works too!
[02:36:43] <exiled> okay thanks
[02:36:54] <DarkUranium> and don't use glfw if you use glad.
[02:36:59] <DarkUranium> err, glew*
[02:37:02] <DarkUranium> they achieve the same goal.
[02:37:32] <exiled> thanks to you I already begun to understand that :)
[02:37:41] <DarkUranium> I'm off, night.
[02:37:51] <exiled> i even get a 4.5 core context now. Didn't seem to work before, strange
[02:37:55] <exiled> good night
[02:38:28] <vmt> nothing better than learning by interrogation, a true and tested method.
[02:38:38] <solidus-river> or, can anyone point me to a good modern compute shader tutorial that will explain how to use an array buffer for shader output?
[02:38:50] <exiled> is there a good reason no to use the latest version i can ? Just portability ?
[02:39:13] <mefesto> is this for learning experience?
[02:39:17] <vmt> use the one you need.
[02:40:15] <solidus-river> actually, this looks golden https://www.khronos.org/opengl/wiki/Shader_Storage_Buffer_Object
[02:40:30] <mefesto> sounds like you recently went from nouveau to proprietary driver -- which is probably why you now get the 4.5 context
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[02:43:23] <exiled> actually the proprietary is being installed. I dunno if changes can be seen already.. ^^
[02:43:40] <mefesto> oh, nm then
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[02:47:13] <vmt> if you do graphics stuff and you've got an nvidia card, there really is no reason to use nouveau instead of the proprietary nvidia drivers
[02:50:26] <exiled> I thought they were installed
[02:50:36] <exiled> it is the case now. will be after reboot
[02:50:54] <vmt> ...unless you happen to be richard stallman. even then, it's dubious. and you should definitely shave.
[02:51:06] <exiled> hahaha
[02:53:25] <exiled> i'm having a strange linking problem now with glad. I'm searching on the web, but i'll ask here just in case one of you already stumbled upon : it gives me this error while linking :
[02:53:36] <exiled>  undefined reference to symbol 'dlclose at @GLIBC_2 dot 2.5' //lib/x86_64-linux-gnu/libdl.so.2: error adding symbols: DSO missing from command line
[02:54:11] <exiled> it finds the functions now in the code, glad defines them, that's cool
[02:54:35] <mefesto> and you added the glad.c file to your build?
[02:55:07] <exiled> yep
[02:55:10] <exiled> that causes the error
[02:55:28] <exiled> i mean, without it there are other errors
[02:55:43] <exiled> like, functions declared but not defined
[02:55:48] <vmt> link with -ldl?
[02:57:32] <exiled> excellent guess ^^
[02:57:36] <exiled> it builds now
[02:57:53] <exiled> now I have a problem on launch. step by step, i'm getting closer
[02:58:08] <vmt> wasn't a guess. pay attention what the linker tells you
[02:58:16] <vmt> +to in there somewhere
[03:00:26] <exiled> i must admit i have absolutely no idea what dl lib is
[03:03:00] <mefesto> dynamic linking lib... gives the ability to dynamically (at runtime) load a library file and access functions
[03:03:54] <exiled> oh.. sounds very... fundamental ^^
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[03:04:05] <exiled> it's for loading GL extensions I guess
[03:06:43] <exiled> or maybe not
[03:08:16] <exiled> i think my problem now may be solved by a reboot
[03:08:25] <exiled> see you. And thank you very mych for all answers
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[07:35:16] <solidus-river> how does vec3 / vec3 behave in glsl :?
[07:35:23] <solidus-river> is it component wise division?
[07:36:56] <solidus-river> ah, nvm, found the spec
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[09:31:14] <dcousens> in GLSL,  if I have an array of structs in the shader (Material materials[3];) ... if i do `Material m = materials[0];` ... is that copied by value?
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[10:57:49] <genr8_> yes
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[10:58:28] <solidus-river> is there a way to set a std::vector's contents to a pointer of its type? i'm trying to take the result of mapping a buffer back to my memory and put it in a std::vector of its type
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[11:11:57] <Sepultura> Hallo
[11:12:06] <Sepultura> will OpenCL be replaced too?
[11:12:34] <Yaniel> There are some plans to bring Vulkan on par with OpenCL
[11:13:15] <Sepultura> at the moment is OpenCL the best way to calculate physical simulations via GPU?
[11:13:25] <Sepultura> or is cuda better?
[11:13:42] <Yaniel> CUDA only works on nvidia hardware so...
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[11:14:04] <Yaniel> and there are also compute shaders, if you are already using a graphics API
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[11:15:01] <Sepultura> Yaniel I know but which one were better if I want to speed up calculations about physics?
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[11:15:33] <Yaniel> the one that you can use
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[11:15:44] <Yaniel> in my case that would be opencl or compute shaders
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[11:16:10] <Yaniel> probably compute shaders since I'd be visualizing the whole thing anyway
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[11:17:23] <Sepultura> Yaniel I will not go so far atm. Maybe it will be a feature in future
[11:17:52] <Yaniel> if you want to get "industry" people on board then probably CUDA since it has infinitely better marketing
[11:18:28] <Sepultura> atm just for my boss and some "friendly" companies
[11:19:14] <Yaniel> personally I value being cross-platform quite highly so I'd go for opencl if I didn't care about rendering
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[11:19:52] <solidus-river> Sepultura, OpenCL has some nicer options for higher precision floating point operations and other gritty stuff afaik. Are you doing this for a technical simulation or for a real time one?
[11:20:12] <solidus-river> imo, real time i'd use compute, technical i'd go OpenCL
[11:20:46] <Yaniel> actually if you want to support macOS you probably need to use opencl anyway because the GL implementation there is rather limited
[11:20:58] <Sepultura> solidus-river technical simulation
[11:21:29] <solidus-river> then OpenCL with vulkan compute once its mature enough and widely supported
[11:22:07] <solidus-river> Sepultura, RenderDoc will be your friend if your new to GPU stuff
[11:22:14] <solidus-river> or even if your not :P
[11:22:28] <Yaniel> renderdoc won't help much with opencl though
[11:22:41] <solidus-river> it gives some basic info
[11:22:45] <solidus-river>  / insight
[11:23:04] <Yaniel> it can actually capture something?
[11:23:36] <solidus-river> I dont remember details but last time i was debugging my stuff with it the compute shaders at least showed up and had execution time / buffers i think
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[11:24:38] <Yaniel> compute shaders yes
[11:24:42] <Yaniel> but I was talking about opencl
[11:24:47] <Yaniel> which is a whole different api
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[11:25:02] <solidus-river> oh, i think it had the specifics of the opencl context that was created, maybe i'm full of shit though, its been a couple months. that could have been out of logs i cobbled together
[11:25:06] <Yaniel> and IIRC not at all supported by renderdoc, for obvious reasons
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[11:26:02] <solidus-river> Sepultura, unfortunately, since nvidia's a jerk to OpenCL your going to be stuck using the 1.2 spec, which is not nearly as cool as the newer stuff
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[12:14:41] <jackarius86> i have the red book 8th edition, cant get the first example to work - it just displays a blank screen :(
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[12:18:06] <smallville7123> how difficult is it to make a game from scratch without using IDE's like unity and such
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[12:28:01] <ratchetfreak> smallville7123: it requires quite a bit of knowledge but doable
[12:28:23] <smallville7123> Ok
[12:29:00] <exDM69> smallville7123: unity is a game engine, not an IDE
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[12:29:14] <exDM69> smallville7123: and depends on what you mean by a game: writing tetris or minesweeper is quite easy
[12:29:28] <smallville7123> (◉-◉)
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[12:29:43] <exDM69> doing some simple platformer game or whatever is a relatively simple project
[12:29:56] <smallville7123> How tf is that SIMPLE
[12:30:11] <exDM69> writing a full 3d game and engine from scratch is quite complex, though. it would take a single programmer a few years at least
[12:30:54] <exDM69> there's nothing very complicated in a small game project even if you do it from scratch
[12:31:15] <exDM69> all it takes is fundamental programming skills, a bit of time and some knowledge about graphics
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[12:34:37] <Yaniel> easy to mess up but yeah, nothing especially difficult
[12:34:49] <ratchetfreak> and a bit about physics for the platformer
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[12:35:43] <Yaniel> you can handwave the physics away though
[12:36:10] <Yaniel> "move down by 1px unless you hit something"
[12:37:04] <smallville7123> And how tf would u know if u have hit something ._.
[12:37:30] <Yaniel> a rectangle-rectangle collision is dead simple
[12:37:32] <ratchetfreak> if pos.y < obstacle.top
[12:37:39] <Yaniel> *collision test
[12:37:47] <smallville7123> tf
[12:37:55] <ratchetfreak> and pos.x is between obstacle.left and obstacle.right
[12:38:03] <smallville7123> What magic is this
[12:38:06] <Yaniel> or yeah you can even simplify your terrain to pillars and just check that you are above it
[12:38:08] <ratchetfreak> simple math
[12:38:46] <Yaniel> heck, add another "terrain" on top and do the checks inverted and you have a basic endless runner game
[12:39:00] <Yaniel> (remember to add the ability to duck though=
[12:39:35] <ratchetfreak> for the more complex geometry you can do GJK: https://en.wikipedia.org/wiki/Gilbert%E2%80%93Johnson%E2%80%93Keerthi_distance_algorithm
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[12:40:12] <ratchetfreak> the wiki isn't the best explanation there but at it's core it lets to check whether 2 convex objects collid
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[12:40:46] <Yaniel> or you can stick to assuming your objects are spheres or rectangles
[12:40:54] <smallville7123> rip
[12:41:06] <Yaniel> possibly composed of multiple such primitives
[12:41:38] <exDM69> smallville7123: so what kind of programming skills do you already have?
[12:41:48] <smallville7123> None
[12:41:52] <ratchetfreak> circle-circle collision is distance(center1, center2) < r1+r2
[12:42:03] <exDM69> smallville7123: well you should learn some basic programming first
[12:42:24] <exDM69> smallville7123: this isn't the best channel for that, but there are some beginner channels in freenode
[12:43:11] <ratchetfreak> also building a game from scratch with 0 programming knowledge is not the greatest idea
[12:43:38] <ratchetfreak> game dev has a few quirks that you won't find in other areas
[12:43:40] <exDM69> yes, and opengl is an advanced topic you shouldn't touch before you have a few years of solid programming background
[12:44:13] <exDM69> programming games, on the other hand, is an excellent way to learn... but by games I mean tetris, minesweeper, solitaire, space invaders, etc simple stuff
[12:44:31] <ratchetfreak> for one it's soft real-time and I've found very few resources that prepare you for that limitation
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[12:45:31] <exDM69> I started with programming games at the age of 10 or so... and I had no idea about "soft real time" but I did write some game-like things then
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[12:47:29] <Yaniel> do turn-based games even count as "soft real time" :D
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[12:47:49] <exDM69> not really
[12:48:14] <exDM69> but almost all games are turn based, but sometimes the turns just happen 60 times a second :P
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[12:49:14] <ratchetfreak> Yaniel: technically anything with a UI is soft real time
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[12:56:58] <smallville7123> I cant even make a simple array graph plot
[12:58:29] <smallville7123> https://paste.pound-python.org/show/M8uz63j3WAhMpHpIrDL8/
[12:58:30] <ratchetfreak> making graphs is a bit involved and requires a bit of insight in how coordinate spaces interact
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[13:04:39] <smallville7123> God this is making me depressed
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[13:07:32] <smallville7123> If someone cannot program in ios itself on a broken development environment then they should not deserve to cheat and program on a laptop in a proper development environment where they have full access to the correct proper tools needed ;-;
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[13:10:54] <vmt> smallville7123: hm?
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[13:13:22] <vmt> what seems to be the problem?
[13:13:55] <vmt> also, it's generally frowned upon to vent on multiple channels at once
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[13:16:30] <arahael> smallville7123: What?  iOS is not intended to be a development environment in the first place.
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[13:18:38] <smallville7123> as to be honest everyone just cheats by using pre-compiled(/compilable)/pre-implimented functions such as gcc or readline or capstone or any of the other pre written programs/libraries
[13:19:55] <vmt> smallville7123 is either a bot or just spouting this network-wide for no good reason
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[13:21:21] <smallville7123> it is basically like just using scripts, nothing is RARELY implimented themselves because they would rather use a pre made implementation that works
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[14:42:06] <gosho666> heya,so now I am using GLU_ortho_2D and glm::scale rotate translate for my 2D game and I went to the shaders
[14:42:39] <gosho666> I managed to get something on screen,but it doesn't look a bit like what I intended
[14:44:03] <gosho666> https://pastebin.com/KKLDm2Jb grass draw function
[14:44:38] <gosho666> https://pastebin.com/j17ycduV vertex shader
[14:45:30] <gosho666> https://pastebin.com/vwXs17MD fragment shader
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[14:46:42] <gosho666> https://pastebin.com/yBURSzu1 primitive draw function (a quad vertex array)
[14:47:41] <gosho666> https://pastebin.com/qkNRSW8f Matrix object function
[14:52:49] <gosho666> https://ibb.co/jbk7gT https://ibb.co/gcfjT8
[14:53:13] <gosho666> with and without gluseprogram
[14:53:52] <gosho666> can you tell me what I am doing wrong
[14:57:35] <gosho666> do i need a geometry shader here?
[14:58:00] <gosho666> in order to modify the grass verticles positions
[14:58:00] <exDM69> you definitely do not need a geometry shader
[14:58:08] <exDM69> I can't say much more because I can't access pastebin.com
[14:58:41] <gosho666> where could I upload the files
[14:58:51] <gosho666> so you can take a look
[14:59:04] <exDM69> you can try pasteall.org or whatever
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[15:04:30] <gosho_666> http://pasteall.org/973018
[15:05:15] <gosho_666> thats the whole code pasted at once
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[15:11:20] <gosho_666> do I need a vertex array object here?
[15:11:40] <exDM69> you're mixing legacy, deprecated fixed function code with shaders here
[15:11:49] <exDM69> glVertexPointer etc
[15:12:20] <exDM69> whether you need vertex array object depends on what GL version you're targetting (GL 3.x core needs them)
[15:12:43] <gosho_666> what should I use instead of glVertexPointer
[15:12:56] <exDM69> glVertexAttribPointer
[15:13:05] <exDM69> replaces all the old gl*Pointer calls
[15:13:20] <exDM69> anyway, I'm not sure what's going wrong here...
[15:13:41] <exDM69> looks like you're going a bit overboard with Java-style object orientation here... "new GLQuad" etc
[15:13:44] <exDM69> not good
[15:13:50] <exDM69> but that's not the problem you're seeing
[15:15:21] <gosho_666> so
[15:16:24] <gosho_666> the old way is having built-in functions into opengl,the new way is using the shaders
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[15:22:36] <exDM69> well close but not quite
[15:22:50] <exDM69> the old way was having a fixed function pipeline that did transformation, lighting and texturing
[15:23:17] <exDM69> the new way is the programmable pipeline where you write shaders to do transform, lighting, texturing (and you can do a whole lot more)
[15:23:29] <exDM69> it's not just about built-in functions
[15:23:37] <exDM69> although a lot of functions did get removed
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[15:23:52] <dadabidet> any *active* channel related to game physics programming? #bulletphysics and #box2d seem dead...
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[15:57:35] <gosho_666> <exDM69> my size attribute of glVertexAttribPointer was wrong,first mistake found
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[16:07:08] <gosho_666> whats the size of a glFloat?
[16:07:37] <mangelis_> 4
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[16:14:29] <gosho_666> is VertexPosition2D a legacy function
[16:14:46] <gosho_666> *type
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[16:15:43] <gosho_666> and if it's not what's the stride of it,when i put 4, I don't get any visual glitches from my shader
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[16:21:41] <gosho_666> aww it's actually something i defined,watching lazyfoo's tutorials
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[16:23:46] <ratchetfreak> stride is how much you need to increment the pointer to get to the next value
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[16:55:16] <gosho_666> are my glVertexPointers right this time?
[16:55:18] <gosho_666> http://pasteall.org/973100
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[16:57:45] <gosho_666> i still don't see anything on screen
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[17:35:18] <yeetari> What is the best profiler to view how long an opengl or glsl call takes?
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[18:17:14] <BPL> Hi everyone, I've got some questions about the meaning of some tokens from this doc https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf (pages 197-199), where/who should i ask about it?
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[18:23:51] <ratchetfreak> check page 16
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[18:35:56] <BPL> ratchetfreak: Yeah, sure, I'd read those ones... anyway, I've asked about it here https://github.com/KhronosGroup/glslang/issues/1390 , not sure if that's the proper place to do... but even so, brb :P
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[21:50:45] <gosho666> hey guys I am making a 2D game
[21:51:41] <gosho666> can you tell me how to scale texture sizes properly when using vao
[21:51:56] <gosho666> or how to zoom out the whole screen
[21:59:37] <mefesto> you can have an "orthographic scale" factor when creating your orthographic projection matrix
[22:02:02] <gosho666> would glm::ortho help here?
[22:03:35] <mefesto> as far as making the matrix but you need to adjust the values for left, right, bottom, top, near, far yourself
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[22:06:10] <mefesto> some old code i had does this. i make no claim that this is the correct way to handle it though :)
[22:06:20] <mefesto> float h = ortho_scale / 2.0f;
[22:06:30] <mefesto> float v = h * aspect_ratio;
[22:06:42] <mefesto> proj = glm::ortho(-h, h, -v, v, near, far);
[22:07:14] <mefesto> increate ortho_scale to "zoom out" and decrease to zoom in
[22:11:47] <dyl> Behold: this thing!
[22:11:48] <dyl> https://gist.github.com/DylanLukes/d80d3aeaca392f571bcee162af4b41a4
[22:11:56] * dyl needs to back away from the using typename.
[22:13:28] <mefesto> gosho666: in my case, ortho_scale is defaulted to 20 which means that 20 units of world space are visible horizontally.
[22:13:51] <mefesto> err, view space
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[22:18:40] <gosho666> thanks
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   May 24, 2018
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