02/13/04

In the last couple of days I’ve been researching how to use the Boost.Python library to bind Python and C++ together and this resulted in three new samples, which I feel are going to be very useful to some of you. Actually, I feel that Python is so useful I decided to create a new page dedicated solely to it.

02/09/04

Well, today's been another busy one. I got two new samples for you guys to download. The first one is a GLslang port of my Cg based Vertex Displacement shader sample. Hopefully, if time permits, all of my older shader samples will eventually get ported to GLslang. The second sample is a new Torque tutorial which demonstrates how to add a drivable vehicle complete with rigid body physics and sound.

02/06/04

Today, the Point Sprite, and Particle System samples got updated. They no longer use the NV_point_sprite extension, but instead use the newer ARB_point_sprite extension. I also added a new sample which is basically a heavily modified version of the Particle System sample. It allows you to switch between three different methods of creating eye-rotated billboards. For the first method, billboard calculations are done manually and take place totally on the CPU by the application. For the second method, the particle system uses ARB_point_sprite extension to offload the creation of billboards to the GPU. And finally, the third method uses Cg to build billboards on the GPU via a vertex shader.

I also finished a new SDL sample for the Linux page which demonstrates how to use SDL to render 3D scenes with OpenGL. Like the simple GLUT and GLX samples, it doesn't do anything but render a single textured quad, but I see people asking how to do this over and over again in forums, so I'm sure a few of you out there will find it helpful.

I would like to also take this time to thank my artistic friend Chad Walker of Walker Boy Studios for cleaning up my website’s logo. Some of you may not notice too much of a difference, but the new logo is considerably cleaner than the older one that I tried enlarging myself.

02/05/04

Well, I finally got around to writing up my first GLslang shader sample and for those of you interested it that sort of thing, you can get it on my OpenGL page.

I also updated my Python download by adding a few new Tkinter based GUI scripts to it, so if you’re into scripting stuff using Python check it out.

01/23/04

Again, I performed a global update on all of my OpenGL samples so they would be more OpenGL 1.5 compliant. If you have any problems, let me know. The changes are not too drastic and basically entail swapping old "glext.h" and "wglext.h" headers files for the newer ones that support 1.5. If you’re interested, I got the new versions of these files from SGI’s site.

01/12/04

After changing the names of a few of my samples and fixing some project settings in the workspace files, I decided that the best thing to do would be to simply to recompile and upload all of the DirectX 8.1, DirectX 9.0, and OpenGL samples again. This way, none of the changes could be accidentally left out. With that said, let me know if you have any problems trying to download, compile or run any of the samples on those pages. I tried double-checking everything, but some little things always seems to slip by unnoticed.

01/09/04

We’ll, it’s been a while since I posted any new news, so lets get started!

There have been a few more changes to the site including a new source page for Linux based samples (developed and test on Fedora). It’s still a little short on content, but I think in time it will become very useful, especially for Windows programmers who want to know more about Linux programming. Most Linux samples will be offered in two downloadable versions: one will use a traditional Makefile and the other will ship with an eclipse .project file. If you’re not familiar with eclipse, it’s a new cross-platform IDE (Integrated Development Environment) which is very similar to Visual Studio and is quickly gaining in popularity on most Unix/Linux platforms. Honestly, it’s the main reason why I actually got off my lazy rear and actually added a Linux page. It really helps take the pain out of Linux development.

Another change is my switch away from using GLUT for my OpenGL samples. GLUT development has pretty much stopped and it seems clear that freeglut, an open source replacement for GLUT, will pick up where it has left off. This actually shouldn’t effect any one as long as you have one or the other installed because freeglut is supposed to be a 100% replacement for GLUT. This means that if you’ve installed freeglut properly, you shouldn’t have to change anything to compile and run any of your GLUT based samples. I’m actually using freeglut right now to development and test OpenGL samples on both Windows and Linux without any problems.

I’m also starting to edit my website with Dreamweaver MX instead FrontPage 2002. I actually find FrontPage more intuitive to use, but it doesn't offer many of the advanced features that Dreamweaver does. Plus, it’s easier to build Netscape and Mozilla friendly websites when I use Dreamweaver.

And last but not least, GameTutorials.com is now linking to me which in turn is sending me a steady stream of new visitors, so if you’ve never been over there before, return the favor and make a visit today.

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