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Messages - evobyte

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1
C / C++ /C# / Re: PQ Torus Knot
« on: September 03, 2010 »
This is fantastic, Relsoft.  Thanks for sharing your code.

If I knew how to give you karma, I would, haha.

[EDIT] Actually your whole site is just amazing.  Awesome that you provide code for every example.  I bookmarked it, and I will follow along closely with my math book ;-)

Thank you SO much.

-evobyte

2
C / C++ /C# / Re: PQ Torus Knot
« on: September 02, 2010 »
Alright, it appears that answer is indeed to use a Frenet frame while following along the curve.  Thanks for your answer.  Time to crack open the old math books...  ::)

3
C / C++ /C# / PQ Torus Knot
« on: September 02, 2010 »
Hi,

I was checking out some torus knot equations at http://en.wikipedia.org/wiki/Torus_knot.  My question is, I've got a per-pixel implementation working based on the formulas given, but I'd like to know how to connect-the-dots, if you will, with triangle strips, to make a solid looking knot.  Right now it just looks like a graph or a pencil drawing, not very 3D at all.

[EDIT] I'd like to add that by "solid", I mean drawn such that I could texture map it and apply lighting, etc.

Thanks for any ideas!

4
General coding questions / Re: New democoder
« on: August 31, 2010 »
Thanks for the advice Jim, and I downloaded the code for your entry as well, I'm going to see what I can learn from it. :-)  I will definitely be sticking with C++ too, thanks for clearing that up.

Hi to you too Shockwave, it's my pleasure being part of this forum.  I hope I can help sometimes too and not just ask questions ;-)

5
General coding questions / Re: New democoder
« on: August 31, 2010 »
Oh and another question, haha, sorry for stacking them like this.  I am already quite experienced in programming with C/C++, but would it be worthwhile for me to learn some Freebasic, because it seems like a lot of the effects you guys discuss here are implemented in FB.  Would that make a smoother learning curve for me?

Thanks again.

6
General coding questions / Re: New democoder
« on: August 31, 2010 »
Hey Jim,

Thanks for replying!  I guess you're right about sort of working out the individual effects as I go along.  Now I have sort of a different question.  I've learned a lot about the OpenGL FFP, but I know that it is extremely deprecated and maybe even worthless to know these days.  So, where might I be able to get a smooth introduction to GLSL?  I've been searching around a lot, but there are precious few resources available to the complete beginner in terms of shading languages.

Thanks,
evobyte

7
General coding questions / New democoder
« on: August 31, 2010 »
Hello everyone!

I've been briefly lurking around this forum, so I thought it might be time to introduce myself and ask my first question, hehe.

So, I have some experience with OpenGL (read through and understood the Superbible).  Now, my question is, is there any sort of order I should go about learning the demo effects?  Do you have any book recommendations on math subjects (particularly geometry) that might be useful to me?  Even personal anecdotes about how you got started would be much appreciated.  Some things I have made so far are basic plasmas, a twisting tunnel that follows a sine-wave curve, and a typical cube type demo where there are about 100 cubes that rotate around and the whole set has a sort of wavy motion.  Now, I'm pretty happy with my progress so far, but now I'm looking to the future, and the better effects I might be able to make!

Thanks in advance for your input, and very good job on the site.  It's hard to find information as a beginner, so this is really a great idea.

- evobyte

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