Am I the only person who opened the video because thought it is about amazing rendering of these jellyfish and something else of the same quality and got these reflections on basics?
Perhaps within your scene graph hierarchy, you could implement an Octree with marching cubes. I can't say if this is the most efficient or effective, yet it is a really great exercise when working with open world 3D terrain rendering and it is fairly efficient with respect to handling the chunks or cubes that are closest to the player-camera object. The rest of the current scene can either be discarded or blended into the sky dome or skybox. It's also fairly efficient during the updated rendering passes when you move through the world with them coming in and out of view. Now, I've done this before in DX10 and 11, but I've never actually implemented this within OpenGL or Vulkan's graphics pipelines. It's a nifty algorithm and a great exercise none the less.
good job ! i have n idea for more videos joey devries, after teaching the basics, put it all together in a game at the end. do some old arcade game examples. basic 2d example game r 2 r 3 basic 3d example game r 2 r 3 basic minecraft clone basic 1st person shooter most ppl doing an opengl 'how to' series dont show how all the pieces typically are put together into a working game. show how a game loop works how gamepad input works. ppl nxt yr, nxt 3 yrs, hell in 10 yrs are still gona watch a complete apprentice to tradesman opengl howto series ! i have my own ideas for opengl projects i want to complete.
Am I the only person who opened the video because thought it is about amazing rendering of these jellyfish and something else of the same quality and got these reflections on basics?
Perhaps within your scene graph hierarchy, you could implement an Octree with marching cubes. I can't say if this is the most efficient or effective, yet it is a really great exercise when working with open world 3D terrain rendering and it is fairly efficient with respect to handling the chunks or cubes that are closest to the player-camera object. The rest of the current scene can either be discarded or blended into the sky dome or skybox. It's also fairly efficient during the updated rendering passes when you move through the world with them coming in and out of view. Now, I've done this before in DX10 and 11, but I've never actually implemented this within OpenGL or Vulkan's graphics pipelines. It's a nifty algorithm and a great exercise none the less.
To store AABB you can also use center-size instead of min-max
im gona watch this from video 1 to here !
good job !
i have n idea for more videos
joey devries, after teaching the basics,
put it all together in a game at the end.
do some old arcade game examples.
basic 2d example game r 2 r 3
basic 3d example game r 2 r 3
basic minecraft clone
basic 1st person shooter
most ppl doing an opengl 'how to' series
dont show how all the pieces
typically are put together
into a working game.
show how a game loop works
how gamepad input works.
ppl nxt yr, nxt 3 yrs, hell in 10 yrs
are still gona watch
a complete apprentice to tradesman
opengl howto series !
i have my own ideas
for opengl projects i want to complete.