if you can't get drivers from intel, you could install mesa
which is a software GL implementation
but I imagine it will be slower, since it uses your CPU rather than the integrated graphics bits, and the latter are more optimized for graphics workloads
Does anyone here know OpenGL? I am developing some interest in learning it. I was wondering what the learning curve is like? I mostly program 2d games so i'm not sure how much knowledge will carry over.
@nwp It does seem very likly that i would spend more time making cool cubes than developing a game ha. I see things that people make in opengl and they look so pretty.
@ConnorRobinson No, seriously, OpenGL is difficult and if you want to use raw OpenGL you will most likely give up before starting on the game and in the best case you will make a shitty game because 90% of the effort went into OpenGL and there was not much time left for the game. Use a game engine or at least a proper graphics engine instead.
@nwp Thats very helpful information. As I age, I find it more important to not waste any time. I'll avoid it for now and start smaller with a simple 3d engine to get my self off the ground.
@ConnorRobinson you have many options that don't involve OpenGL
You can for example use something like Unity or UDK
You can use SFML, MonoGame, etc
The advice that most newbies don't take is "don't write your own game engine, write a game and refactor the useful bits into a library"
If you want to write it for the hell of it, then feel free, but it's a sure fire way to not get a game for a long time whilst writing an engine for a thing you don't understand :P
I don't know about any of those. usally I find game dev books to be a good means a of learning a new engine/language but I find most just don't go very deep.
I had one for doing TCP/Ip socket programming that I found helpful because it went very deep but some computer science topics just don't translate well to books.
@Tyyppi_77 What tools are you using to make GunHero? It looks cool man.
I've seen that most people use kind of a 'matrix approach', that places/deletes blocks only where the player digs/places blocks
which is what i used in the past with unity
and then there is another approach, which uses planes instead. It basically does the same as the other one, but it reduces the number of vertices and polygons in the scene
user4704
Efficient voxel rendering is not what I would consider a beginner problem
user4704
I would advise you to avoid it at the start. Make a game with cube characters on planes or something.
user4704
don't try to model the world out of cubes unless it's a very small world
that blog has a number of posts on the topic of generating block meshes, you should probably read through them all when you get the chance
if you're having trouble with the meshing logic
user92578
@ConnorRobinson Thanks! Yeah the game is built ontop of SDL2 (I use C++), I use GIMP for art and I have a custom level editor that I use for levels and Tiled for world map stuff. I hope that sort of answers what you asked, "tools" is such a broad term.
It looks like it is "free", haven't seen anything "open source". Maybe that software is free (because there are so many other options out there, which are free), but they sell other software in that suite... Haven't checked.