The book “OpenGL Game Development By Example” starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system.
NVIDIA has just published the OpenGL extensions that expose the Pascal GPU architecture’s new hardware features. The extensions are available on GTX 1070 and GTX 1080 GPUs starting with the 367.XX drivers: Single Pass Stereo: GL_NV_stereo_view_rendering; Lens Matched Shading: GL_NV_clip_space_w_scaling; Improved Conservative Rasterization: GL_NV_conservative_raster_pre_snap_triangles; Double Precision Atomic Operations: GL_NV_shader_atomic_float64. Read an overview over these extensions, which complements the programming guide and sample code available in the NVIDIA VRWorks 2.0 SDK.
The Lightweight Java Game Library released its final build of version 3, in development since 2012. Version 3 provides API bindings to Java for many libraries including Khronos APIs such as OpenGL, OpenGL ES, EGL, OpenCL and Vulkan. LWJGL powers many cross platform applications including the popular game Minecraft.
On June 15th at 18:00 CET KDAB and the Qt Company will present a one hour webinar on Qt 3D featuring KDAB’s Dr Sean Harmer, leader of the team on the Qt 3D work within Qt, and KDAB’s Paul Lemire. Qt3D is built on top of OpenGL.
The Intel OpenGL 4.2 support landed in Git this morning. The ARB_vertex_attrib_64bit and ARB_gpu_shader_fp64 are now available making the Intel driver ready for OpenGL 4.2 support.