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  • Computer Games Technolgy or Software Engineering?

    - by Suleman Anwar
    I'm in the last year of my college and going to university next year. Could you tell me what the difference between Software Engineering and Computer Games Technology is? I know a bit of both but don't know the actual difference. I'm kind off in a dilemma between these two. I want to be a programmer, I'd love to go into gaming but I heard getting a job within a computer games company is really hard.

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

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  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • Logic that can traverse all possible layouts, but not checking every combination of identical pieces?

    - by George Bailey
    Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as well as some 5x4, 4x5, 2x3, etc. I was hoping I could set up a program that would look at all possible layouts, and rank them, and find the best one. Simply it would look at all possible positions of these blocks, and see what setup is the best rank. (the rank based on how many of these can be connected by a roadway system of 1x1 road blocks, and how many squares can be left empty after this is done. - wanting to fit the most blocks as possible with the least roads.) My question, is how should I traverse all the possibilities? I could take all the blocks and try them one at a time, but since all 2x2 blocks are equal, and there are a couple dozen of them, there is no point in trying every combination there, as in the following AA BBB AA BBB CCBBB CCEEE DD EEE DD EEE is exactly the same as CC EEE CC EEE AAEEE AABBB DD BBB DD BBB You notice that there are 2 3x3 blocks and 3 2x2 blocks in my two examples. Based on the model I have now, the computer would try both of these combinations, as well as many others. The problem is that it is going to try every single possible variation of my couple dozen 2x2 blocks. And that is sorely inefficient. Is there a reasonable way to take out this duplicated work, somehow getting the computer program to treat all 2x2 blocks as equal/identical, instead of one requiring rearranging/swapping of these identical blocks? Can this be done?

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • Impact of variable-length loops on GPU shaders

    - by Will
    Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means the GPU is executing some unknown number of loop iterations per pixel (although you can have an upper bound like maxIterations). How does having a variable-length loop affect shader performance? Imagine the simple ray-marching psuedocode: t = 0.f; while(t < maxDist) { p = rayStart + rayDir * t; d = DistanceFunc(p); t += d; if(d < epsilon) { ... emit p return; } } How are the various mainstream GPU families (Nvidia, ATI, PowerVR, Mali, Intel, etc) affected? Vertex shaders, but particularly fragment shaders? How can it be optimised?

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • how to generate random bubbles from array of sprites in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to generate random bubbles from array of sprites here is my code (void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; //[target runAction:]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; This code generating bubbles with *.png colour bubbles but i want to generate randomly because for shooting the bubbles by shooter class help me please id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } }

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  • Drawing an outline around an arbitrary group of hexagons

    - by Perky
    Is there an algorithm for drawing an outline around around an arbitrary group of hexagons? The polygon outline drawn may be concave. See the images below, the green line is what I am trying to achieve. The hexagons are stored as vertices and drawn as polygons. Edit: I've uploaded images that should explain more. I want to favour convex hulls because it's conveys an area of control more quickly. Each hexagon is stored in a multidimensional array so they all have x and y coordinates, I can easily find adjacent hexagons and the opposite vertex, i.e. adjacentHexagon = getAdjacentHexagon( someHexagon, NORTHWEST ) if there isn't a hexagon immediately adjacent it will continue to search in that direction until it finds one or hits the map edges.

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • OpenGL vs DirectX?

    - by Harold
    I saw the articles that were going on about OpenGL being better than DirectX and that Microsoft are really just trying to get everyone to use DirectX even though it's inferior so that gaming is almost exclusively for Windows and XBox, but since the article was written in 2006 is it still relevant today? Also I know plenty of games are written in DirectX but does anyone have any examples of popular games written in OpenGL? Thanks

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  • Android : glowing/pulsing line/triangle

    - by AndroidGecko
    I would like to create a simple Android app using Opengl ES 2.0 that is showing a simple shape (like line or triangle) that is glowing and pulsing like Nexus X logo in this video : http://youtu.be/jBKVAfZUFqI?t=59s What should I look for? So far I googled around for glowing effects and found techniques like "bloom" or "additive blending". Are they relevant here? how I would implement pulsing glow with them? Any links to relevant works very appreciated Thanks! P.S - I am very familiar with Android SDK; just started with OpenGL ES

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  • how does server communication work in a flash game with a php backend

    - by Tim Rogers
    I am trying to create a browser game using actionscript/flash. Currently, I'm trying to understand how I would go about creating a back-end which interfaced with my MySQL database. As far as I understand, If I create a php file on a webserver called test.php and then navigate to a webpage hosted on the server eg. www.example.com/test, the php script will run and display the result in my browser. This would use http. Is this how communication between client and server usually works in a flash game? for example, if the game needed to query the db. Would actionscript have to essentially invoke the url of the php script that would execute the query? it could then parse the data and use it. If this is the case, then is JSON considered a good way to transfer data over http?

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  • Loading and drawing materials using Lib3ds

    - by Dfowj
    Hey all, i'm currently using Lib3ds to load models into my C++/OpenGL project. So far, i've been follow the model loading tutorial found here. The tutorial gives a good example of how to draw the vertices and normals using VBO's, but so far i've been lost as how to do the same thing with materials. Could i get an explanation/example of how to both load and draw materials of my meshes using Lib3ds and OpenGL?

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