Archive for the ‘Tutorial’ Category

Programming Pong in C and OpenGL – Part VI

Monday, January 19th, 2009
The latest version of my sample clone with scoreboard, etc.

The latest version of my sample clone!

Here’s the last part of my multi-part series on programming your very own pong clone in c and opengl!  It’s been a long time coming, so I hope you enjoy.  There’s lots of improvements in this version including a completely custom old-style “LED Alarm Clock” scoreboard, flashes on bounce, funky changing colors, improved collision detection, and a round ball! ;)

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Connecting to MS SQL Server from Java Recipe

Friday, November 28th, 2008

I thought I’d provide a recipe for how to connect to SQL Server from Java.  The following is a quick, relatively clean way to connect to Microsoft’s SQL Server from Java without going through too much voodoo–as is often the case when trying to connect to MS SQL Server through a non-microsoft language.  Luckily, Microsoft provides a pure Java JDBC driver for connecting to it’s server!  You can find it here.  Don’t forget to properly include in your Java project!  Also, even though it’s the MS SQL 2k3 driver, it works perfectly fine with MS SQL 2000 (so you might as well just use this driver).

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Programming Pong in C and OpenGL – Part V

Tuesday, July 22nd, 2008

It’s been a while since I last updated on this, but hopefully you’ve brushed up on your C and OpenGL skills.  Here you’ll find the entire source code to a pong implementation in C and OpenGL.

Enjoy!

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Programming Pong in C and OpenGL – Part IV

Tuesday, July 1st, 2008

OpenGL

OpenGL is the Open Graphics Library and it is maintained by the Kronos Group, which is a consortium of top-tier companies that include board members such as ATI nVidia, Apple, IBM, and more. Microsoft used to be on the consortium, but left and decided to make DirectX, a competing closed graphics library that only runs on Windows (at least without some sort of emulation layer or wrapper like Wine or Cedega).

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Programming Pong in C and OpenGL – Part III

Friday, June 27th, 2008

Sorry for the delay in this post, but here’s Part III.

For reference, you probably want to start out with Part’s II and I here and here.

Last we left off I said I’d get into some of the basic mechanics of GLUT and OpenGL, so let’s hit the ground running.

GLUT

GLUT, or the Graphics Library Utility Toolkit, is a cross-platform C library for generating windows and handling IO events. Basically, GLUT was written so you can get to learning OpenGL very quickly without having to spend enormous amounts of time learning how to handle mouse or keyboard actions in your current OS, or worse, learn how to setup a simple GUI just so you can see your work. On top of making these tasks simpler, GLUT is, as I mentioned, cross-platform. This means that you can take your code and recompile it on another OS as long as you have the appropriate GLUT library referenced in your IDE. There are currently versions of GLUT created for Linux, OS X, Windows, and probably even more operating systems.

So how do we create a simple window?

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