Show HN: Water-Simulation with Real-Time Reflections and Perlin-Noise Terrain
github.com
github.com
A few suggestions though :
* Detail what's new, all of those are pretty well known in video games already
* Do a DirectX implementation (having DirectX on your resume helps a lot)
* Try different lighting models to make it look better (http://dl.acm.org/citation.cfm?id=1230111, PDF on Google Scholar)
* Provide performance results (and hardware used to measure them)
* Fix typos in your README :)
EDIT:
* Put the video on the README
* The reflection computation must be wrong, it looks very "floaty" in the video
> Do a DirectX implementation (having DirectX on your resume helps a lot)
You post this as a reaction to someone doing a Show HN on a Linux-based OpenGL project. This is the equivalent of someone showing off their Python project and you respond by suggesting they redo it in Ruby because otherwise they might have trouble getting hired.
Kind of like saying, "kudos for this but if you also manage to do it in DirectX it will probably help a lot getting hired in a field that is obviously interesting for you."
However it does look a bit of an offtopic suggestion as you point out.
It's going to be that or computergraphics. Any suggestions, ideas or experience anyone?
to answer a few of the suggestions:
* There is in fact nothing really new about it. I know it exists and It was mainly me being interested in that topic. And I don't know, if I am ready to actually invent or think of something really new :)
* Right now, there is no time left to look to DirectX. I might go for it later but for the moment I feel more like doing stuff that looks cool/good or has interesting mathematical background than going for other system/DirectX.
* Yes, good point. I will have a look at lighting the next weeks!
* OK, removing typos is probably the first step ;) I'm on it!
* Also good point. Will do that!
* The reflection is technically correct, but I kinda cheat a little by lowering the reflection-vector to get a little more reflection out of the scene. It hides a bit, by reflecting also part of the scene which is normally cut off.
Thanks for the suggestions and critic :)
As of right now, I only comment in english as it should be done. But you're getting used to it, when everyone around you writes in german and you are supposed to do so too...
So basically a 2 dimensional array with height-values in it. That then displayed as the water's surface.
scene.c:24:10: fatal error: ‘GL/glu.h' file not foundEdit: I changed ‘#include <GL/glu.h>’ to ‘#include <OpenGL/glu.h>’ and it builds now.
Edit 2: Apparently it still doesn’t work:
programErrorMessage: ERROR: One or more attached shaders not successfully compiled