Jump to content
Phishing Emails & YouTube Messages - Fake Giveaway Read more... ×
Search In
  • More options...
Find results that contain...
Find results in...

Kamjam66xx

Member
  • Content Count

    109
  • Joined

  • Last visited

Awards


This user doesn't have any awards

About Kamjam66xx

  • Title
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Kamjam66xx

    Shaders - Calculating Shadows

    This qoute is something i needed^ It certainly feels like a hard field. My cousins husband does it professionally, and he said they have had people with masters that dont do so great. Thanks for the insight. Ill have to study more to really understand, but i know a good place to start now.
  2. Wow... that kinda describes my path, except im learning 3D graphics programming and multivariate calculus now too. except i literally did the map wrong... lol 1. doesnt matter i just want the money 2. get a job 3. im interested & its fun 4. just want to get started 5. the really hard way Result: c++ but i started with c++ then c & java, then python, then openGL & glsl. i would %100 percent recommend the hard way. ive been going at it for 4.5 ish months now. I constantly want to give up, it constantly feels too hard, it constantly feels like ill never be good enough, but i do it anyways. It just really shows me my power to choose to have my brain and body do whatever i decide it will do. My feelings are irrational, and i can handle anything in tech. plus its kinda fun. plus, if you dont have the motivation to do things the hard way and solve problems, apparently you dont have the attitude to be a software engineer. ( atleast from what ive been told ) @wasab I dont understand why java is so popular. The only thing that felt streamlined and easy with java, was threading. everything else is a high level memorization game, and it just feels like a prison. Generics in java are kind of nice. I'm on the fence about them.
  3. Kamjam66xx

    Shaders - Calculating Shadows

    i'm trying to optimize my shaders while im adding to them. Is there a way to avoid "if" statements in calculating shadow maps? I know "if" statements could be taxing in the past, and dont have a clear answer to if they should be avoided now days. I just know they were a big problem for older cards. For example: my code below.. vec4 CalcLightByDirection(Light light, vec3 direction, float shadowFactor) { vec4 ambientColour = vec4(light.colour, 1.0f) * light.ambientIntensity; float diffuseFactor = max(dot(normalize(Normal), normalize(direction)), 0.0f); vec4 diffuseColour = vec4(light.colour * light.diffuseIntensity * diffuseFactor, 1.0f); vec4 specularColour = vec4(0, 0, 0, 0); if(diffuseFactor > 0.0f) // <-- <-- <-- <-- <-- // { vec3 fragToEye = normalize(eyePosition - FragPos); vec3 reflectedVertex = normalize(reflect(direction, normalize(Normal))); float specularFactor = dot(fragToEye, reflectedVertex); if(specularFactor > 0.0f) { specularFactor = pow(specularFactor, material.specularPower); specularColour = vec4(light.colour * material.specularIntensity * specularFactor, 1.0f); } } return (ambientColour + (1.0 - shadowFactor) * (diffuseColour + specularColour)); }
  4. So i was using c4d and i had 2 points i needed to move... well ive been learning software engineering and figured " hey i would add this feature if i made c4d , lets try it. " and sure enough.... you can do this for you variables. i was blown away, i thought i knew every trick lol. you can type math problems into your variable values spot, and itll solve em and apply em. maybe im just dumb, idk. thought it was cool
  5. Kamjam66xx

    The Games Factory

    Oh sorry, this is a picture inside of C4D! My render engine is openGL entirely, i have textures, lighting, camera, mouse control, movement keys, specular, diffuse, a skybox, and some neat things similar to PCF. I still have a ways to go on that. Im planning on learning Vulkan too, and started with openGL because the transition isnt suppose to he hard. But i was told openGL is easier to start with. Like i have to add animations, bump maps, reflection, transparency, etc.
  6. Kamjam66xx

    The Games Factory

    I dont think you have to be amatuer to have the full array of digital media production skills. I already made my own 3D graphics engine, im improving it and using it to make a side scrolling 2 player arena game like super smash bros (but with droids and guns). I honestly hate uv wrapping & unwrapping + texutring (however it feels awesome to actually have good texturing on your 3D models). But ill do it, and ive been 3D modeling all of this for it. But i honestly started when i was 6, so most of it is second nature to me. Programming im newer to the professional side. My game/render engine is written in c++ and openGL, and i still have quite a bit left to do on it. Edit: i think the first 3D software i used was MilkShape3D when i was about 8 or 9.
  7. Kamjam66xx

    The Games Factory

    I added "pixel art" & "sprites" to my linked in.
  8. Kamjam66xx

    The Games Factory

    i didnt start taking it seriously until 4 or 5 months ago. But now i posses pretty much every skill under the sun in digital-multimedia. I maxed out my linked in with 50 skills , softwares, and programming languages. Edit: im 24 now.
  9. Kamjam66xx

    The Games Factory

    Anyone else play with "The Games Factory" when they were a little kid? I loved it. It exposed me to digital media production when i was 6. But the best thing i ever made was a gta2 clone where you could drive a car and run people over, and walk, but no guns to shoot or anything. I learned the long lost art of pixel by pixel sprites from that great piece of software. Edit: what do you call the skill of pixel by pixel sprites? I want to add it to my resume now lol.
  10. Kamjam66xx

    Multi-Threading C++ & OpenGL

    @straight_stewie regardless, people have given me great input and things to think about. i'm hung up on getting my multivariate calculus down for now, put multi-threading on the back burner until i learn Vulkan. (except for non opengl stuff) I personally always seem to choose the hardest route i can, this graphics stuff sure is rewarding when you make it do what you want though. @Mira Yurizaki I should probably dig into a book specifically on multi-threading. My solutions are probably put to shame by ones id learn from a few quick reads.
  11. Kamjam66xx

    Multi-Threading C++ & OpenGL

    Ill have to look into that. I've just been making educated guesses based on what i know of modern compilers, testing execution time of tiny programs, and the specifics i know of c++. however i did cut my loading time in half at least when i start my application. Thanks!
  12. Kamjam66xx

    Multi-Threading C++ & OpenGL

    Thanks for steering me clear. idk how, but graphics stuff just seems to get more and more fun to program.
  13. Kamjam66xx

    Multi-Threading C++ & OpenGL

    The end game is to learn Vulkan for a job that a family member can get me in for a chance to prove myself, since i dont even have a GED. But he said to stick with openGL for now and practice shaders, multivariate calculus, and a few other things. my little renderer thing is about 2,500 lines including my shaders, its all intertwined so idk. I guess ill save any serious attempts at multi-threading for Vulkan then, is that the conclusion i should be leaving with? glad the forum has knowledgeable people on this. it feels like a lonely unsupported niche a lot of the time haha.
  14. Kamjam66xx

    Multi-Threading C++ & OpenGL

    Thanks, thats some good info to look through. A lot of what i have been doing is trial and error. my application start is a lot faster, and ive managed to get a few improvements. mouse input is smoother and less buggy, etc. what do you mean by profiled? sorry im self taught, and this is really only my 4th or 5th month programming. right. I had to figure out nifty tricks to get it working right. but only a few GLFW functions let me just throw em in a lambda thread or something. -- sorry im both new to threading, and new to openGL and threading.
×