analysis

I’ve learned something really important today an OpenGL…

I’ve learned something really important today: an OpenGL context can be accessed by one and ONLY one thread! See Under what circumstances would glGenBuffers/glGenBuffersARB fail?. And this is the first time I feel annoyed by the singleton approach of Ogre3D. In my asset converter util, I use Ogre object, the MeshManager mainly, to convert xml

Long time no seen After fixing tiny and…

Long time no seen! After fixing tiny and absolutly not sexy issues in bullet code, programming went to an even less fancy topic: efficient temporary storage of udp packets. Indeed, OSC messages (basically udp messages) arrives asynchronously. The display thread is running at ~60fps, but messages can pop in at any time. To avoid a

A bit of architecture Concerns sound sources located…

A bit of architecture Concerns sound sources located in the 3d environment. On the C++ side, sound::system manages all the sound sources and knowns about the location and orientation of the cam. It also contains the general configuration of the mix (gain, number of tracks, etc.). At each frame, the sound::system renders a serie of

Game logic on its way tube is closing…

Game logic on its way: tube is closing correctly, only when top and bottom are aligned. No time to make a video today, so i post a serie of 3 pictures showing the connection animation, programmatically validated. For those who like schema, here is , in a very abstract form, the relations between objects.

The graphical research of yesterday was driven by…

The graphical research of yesterday was driven by a structure problem: how to describe progammatically game objects more complex then a tube with 2 ends. This forced me to review the analysis i’ve made before , based on simple geometries. Each game object will now be a group of several specialised objects: a segment (the