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glGameDeveloper(): The Game Developer's Source for OpenGL Coding
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Tutorials: Beginner | Coding Techniques | Advanced
Upcoming Tutorials

Before You Get Started
It's best to have a copy of Visual C++ 6.0 for these tutorials. That's what they're based on and the instructions work according to it. If you don't own a copy, college bookstores and probably places online sell the Academic Version for about $100. It comes with C++, the MSDN libary, and a full version of Windows NT 4.0. The only difference with the Academic Version is it's price and that you have no access to optimization options, all your programs run as if they were debug compiled. Sometime I'll probably add a page to this site with a list of places to buy it.

And please, give me some credit in your program if you use my code. And also, do not post this code on your own site. Link back to my site instead.


Beginner Topics
These topics are more suited for those getting started with OpenGL and C++ Programming in general. Go through them in order so you get all the details.

How to make a Simple OpenGL Application November 6, 1999
Detailed instructions on creating a basic OpenGL window, best for those who want to learn more about Windows code.
 
Drawing Triangles in OpenGL November 11, 1999
An extensive tutorial covering how to draw a triangle in OpenGL. Also covers setting up the perspective matrix & stuff.
 
Drawing and Coloring Primitives in OpenGL November 18, 1999
An extensive tutorial covering how to draw 3-d objects in OpenGL. Includes how to draw using different colors.
 
Texture Mapping Polygons November 18, 1999
Overview of how to load .bmp (Bitmap) files for texture mapping polygons. Also covers good ways of keeping track of textures and how to use Bilinear Filtering and MipMapping.
 


Tutorials on Coding Techniques
These tutorials are aimed toward good and efficient ways of coding in games. They don't necessarily relate to OpenGL coding, and so are useful for any game development in C++.

Working with Objects Using Classes November 7, 1999
Describes how classes work, how to make instances of classes, and how to use subclassing to greatly reduce unecessessary code.
 
Quick Intro to Constants November 18, 1999
How to work with constants, what they can be used for, and how much time they can save you.
 
Updating Your Game Based on Time November 30, 1999
Lets you get how much time has passed each frame, so you can update the state of your game accordingly. Use this to keep the game at a constant speed no matter what FPS it's running at.
 


Advanced Topics

Here's where you'll find the stuff you've always wanted to do but either didn't know about or couldn't figure out how.

Using glFeedbackBuffer November 6, 1999
The magic powers of glFeedbackBuffer. Ever want to get exact screen coordinates of a 3D object in your game? Here's an answer so easy you'll wonder why you never knew about it.
 


Upcoming Tutorials
You think what I've got now is impressive, you haven't seen anything yet. =]

  • Bitmapped Text Output - incredibly handy for debugging
  • DirectInput and DirectSound wrapper classes
  • A Quake 2-Style Console, can be used for binding keys, setting game variables, and more
  • A fully functional GUI system - Movable and resizable windows, menus (with submenus!), buttons, scrollbars, and other sweet stuff
  • Particle Systems for explosions, smoke, fire, and other killer effects
  • How to calculate how much time has passed each frame and updating accordingly - lets games run at the same "speed" no matter what FPS the computer is running at


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