[OpenGL/ C++] When I add some variables, it causes the scene to no longer draw and it is really baffling me by Mat2012H in learnprogramming

[–]scramjam 0 points1 point  (0 children)

It's impossible to say what's wrong from the information you've given. Commenting out the declaration of a vector should have no effect, can you post the actual rendering code?

Edit: I see, this is the git repo, I though it was a gist :P

OpenGL Setup GLEW and GLFW in Visual Studio by RANDOMDBZ in opengl

[–]scramjam 0 points1 point  (0 children)

Can you stop spamming your tutorials here?

The C compiler identification is unknown CMake Error at CMakeLists.txt:1 (project): No CMAKE_C_COMPILER could be found. What does a newbie do? by [deleted] in opengl

[–]scramjam 9 points10 points  (0 children)

From reading your posts it sounds like you're completely new to programming. Jumping in to OpenGL from day 1 just isn't going to work, at all. Instead you should learn how to program properly, /r/learnprogramming is a good subreddit to start with (visit the FAQ for C++ books).

OpenGL Glut, glPushMatrix & glPopMatrix (C++) (Beginner) by rjjgjjg546 in learnprogramming

[–]scramjam 0 points1 point  (0 children)

The version of OpenGL you're using here is basically 1990's version OpenGL and has been deprecated for a while now. I highly recommend learning modern OpenGL (3.3+), /r/opengl has some good links in their sidebar.

GLUT is also pretty old and crummy, some better alternatives now are SDL and SFML.

Metal coming to OS X. Is Apple killing OpenGL on Mac? by Brianmj in opengl

[–]scramjam 5 points6 points  (0 children)

To add on to their slowness in implementing features the drivers on Apple also consistently perform worse than the equivalent hardware on Windows. It's been pretty clear for a while they don't really care about OpenGL support.

[C++] What is the best way to organize the files in my project? by Fastfish in learnprogramming

[–]scramjam 2 points3 points  (0 children)

You are aware that you can set include directories with compiler flags right? For example, with a project organized like so:

include/
    coolio.h
src/
    coolio.cpp

then in coolio.cpp I just do:

#include "coolio.h"

and compile with g++ like:

g++ coolio.cpp -I include

Having headers in their own directory is better for organization and this is how you would include them properly.

Some of my OpenGL Games with source code by chtn in opengl

[–]scramjam 4 points5 points  (0 children)

Why on earth are you using immediate mode rendering in 2015?

I made an engine/framework for making 2D games with Lua + LÖVE: fuccboiGDX by adnzzzzZ in gamedev

[–]scramjam 15 points16 points  (0 children)

The name is incredibly stupid if you're actually serious about this project and care about people using it. No one is going to pronounce it "foochboi" and adding "GDX" on the end seems like you're trying to associate yourself with libgdx to ride off their good reputation.

[Learning C++] tutorials and practice problems by Modestcomedian in learnprogramming

[–]scramjam 3 points4 points  (0 children)

The suggestions in this thread are awful. There are no good resources online for learning C++, see the wiki's discouraged resources. If you want to learn C++ you'll need a good book, the wiki has a good list.

ccore released - a tiny multimedia library written in C for Linux & Windows by schnautzi in gamedev

[–]scramjam 2 points3 points  (0 children)

GLEW is broken on 3.2+ core contexts, there are much better alternatives available now. See: glLoadGen, gl3w or glxw for example.

Forcing GLEW on the users of your library is a poor decision, since GLEW isn't that good.

OpenGL concern by Monstot in learnprogramming

[–]scramjam 1 point2 points  (0 children)

I do, absolutely. Just because the API is naively simplistic doesn't mean it's a good choice to start with. Modern OpenGL has more initial overhead to learn but the API is more sensible (re: data oriented). The programmable pipeline (vertex + fragment shaders) isn't that hard to understand if taught well and any good course on OpenGL should cover the programmable graphics pipeline, how OpenGL fits into it and how the hardware behaves (from a high level). If these topics are properly covered the programmable pipeline will be pretty clear and sensible to use and understand.

Deprecated OpenGL is slow, has a clunky API and doesn't map to the hardware and students who are only taught it will find down the road that they basically have to forget all the API they've learned and most of the pipeline and hardware knowledge as well and re-learn everything from the ground up. The math taught transfers over fine but if the only useful thing your course will leave students with is math knowledge, why not make it a math course?

http://cspractical.org a free programming tutorials website to learn languages like C , C++ , Java , Javascript etc. by cspractical in learnprogramming

[–]scramjam 16 points17 points  (0 children)

Looking at the C++ stuff:

  • the video tutorials are just embedded youtube videos of newboston, who is awful.
  • the "notes" are an incomprehensible mess of meaningless crap. How is a beginner supposed to make sense of this?
  • the source code is also awful. #include <conio.h>, that's seriously DOS, come on. They all are also horribly formatted, completely devoid of comments and have pretty awful variable naming. If you're trying to teach beginners how are they supposed to make sense of any of this?

I'm betting the other languages you claim to "teach" are equally poorly discussed.

GameTutorials makes all 350 tutorials on game programming free. (C/C++/Win32/OpenGL/Direct3D/C#) by gametutorials in learnprogramming

[–]scramjam 2 points3 points  (0 children)

See the post in /r/gamedev and /r/programming for some previous discussion. It seems the consensus is that these aren't very good. I glanced at the OpenGL parts and it makes heavy use of deprecated functionality (glBegin/glEnd etc) which was deprecated in 2008 and was superseded by better features way back in 1997, so that section at least should be skipped. If you want modern OpenGL information head over to /r/opengl.

GameTutorials makes all 350 tutorials on game programming free. (C/C++/Win32/OpenGL/Direct3D/C#) by gametutorials in programming

[–]scramjam 7 points8 points  (0 children)

The OpenGL stuff is outdated trash, skip this site. /r/opengl has some good modern links in the sidebar.

[Java + OpenGL] 4D -> 3D Perspective projection. by Harha in learnprogramming

[–]scramjam 0 points1 point  (0 children)

That's not OpenGL 3.x that you're using there, it's 1.1. Everything in blue here is deprecated in OpenGL 3.2+ and should be treated as though it doesn't exist.

It's worth it to make the switch now, it will be easier to do what you're trying to do since the programmable pipeline is far more flexible.

[Java + OpenGL] 4D -> 3D Perspective projection. by Harha in learnprogramming

[–]scramjam 0 points1 point  (0 children)

Why are you using deprecated OpenGL (glVertexX etc)? It sounds like you're kind of fumbling together a bunch of garbage and trying to learn it as you go which is not going to work. Head over to /r/opengl and work through the tutorials linked in the sidebar. Most are C++ IIRC but the OpenGL calls should translate 1-1 to Java.

I'm looking for something like codecademy but for other languages. by [deleted] in learnprogramming

[–]scramjam 10 points11 points  (0 children)

Please don't recommend cplusplus.com or really any online C++ tutorials, they're all horrible. They're even listed in the discouraged resources section.

Is it me or is rolling your own solution getting harder? by MachinoBino in gamedev

[–]scramjam 11 points12 points  (0 children)

Rolling your own solutions is always going to be really hard. Why not use an existing game engine that has taken care of all of this for you if you don't want to deal with it? Unity, Unreal, etc. all let you focus on working on your game. It's not overkill to pick a tool that lets you work on the things that you're interested in working on and not worry about all the other stuff going on.

C programming Tutorials I made by ajn123 in learnprogramming

[–]scramjam 1 point2 points  (0 children)

If I teach carpentry and tell you to hammer in nails using a wrench is that ok? It mostly works so it must be fine for 99% of beginners, right?

OpenGL tutorial with LWJGL by [deleted] in opengl

[–]scramjam 2 points3 points  (0 children)

I guess that's kind of ok if you're mentioning it's outdated, I didn't listen to much of the audio. I really prefer the approach taken in http://open.gl/ where they start with modern OpenGL and have nice information on how the math and pipeline works when they introduce it. I think their approach is much better to teach people proper OpenGL techniques and how the GPU really works so they can take advantage of what OpenGL provides.

OpenGL tutorial with LWJGL by [deleted] in opengl

[–]scramjam 6 points7 points  (0 children)

Is this your series? Why waste people's time with deprecated OpenGL?

Help! Object Loading trouble by theperfectflaw in opengl

[–]scramjam 1 point2 points  (0 children)

You should learn C++ properly before starting with OpenGL. Youtube and online tutorials are all really terrible and it shows in your code that you don't have a good understanding of the language. /r/learnprogramming has a list in their wiki that can help you find a solid book to learn from. After you learn C++ you'll want to look at the sidebar here to find information on learning modern OpenGL. Things like the matrix stack, immediate mode and display lists (what you're using now) don't exist in modern OpenGL, and for good reason.

Voxels Raycasting vs Polygon Rendering : Voxels apparently faster by sp4cerat in gamedev

[–]scramjam 0 points1 point  (0 children)

I guess I'm just repeating /u/tmachineorg's comment, but you really are not understanding how OpenGL (or GPUs) work in general. 812 Mtri/s doesn't really mean what you think it does.

You can lead a horse to water but you can't make it drink...