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Clockwise

Coder
I'm a uni dropout, still coding in my free time.
Over the years, I've learned python,c,using some linux distros,a bit nasm, done a few ctf's and competitive programming.
I like the design of the forum.
 
In the beginning, I studied law, I didn't like it.
Afterwards I did two years of computer science, beside some small modifications on a few rom/iso (hacks).
I knew nothing about programming and the study kept speeding up,
also I had less math in high school than required for a scientific major, back then I knew nothing about discrete math.
That's about 8 years ago, some stuff changed over the years.
 
Ohh what sort of things did you do in your computer science course? I'm interested because I'm thinking of taking Computer Engineering and Computer Programming
 
I guess that depends from uni/college and country, things might have changed over the years.
I remember getting familiar with the linux ubuntu shell, python basics for algorithms later moved on to c++, 2 math courses,learning mips assembly language for computer architecture, using logism for logic gates and adders, making a graphics engine from scratch with or perhaps without opengl.


Here is the curriculum of the uni, I attended to, a few years ago.

 
Why is Linux taught in University's, do you know why? I'm actually going to be learning Python soon!

Seems pretty interesting, did you end up building the graphics engine?

Okay, I'll check it out! Is that a Belgium school?
 
I don't know.

Back then, I didn't finish the graphics engine.

A few days ago, I did experiment with opengl, here is the image and code,that I forked and wrote.

111
C:
#include <GL/glut.h>


GLfloat mat_red_diffuse[] = { 0.05, 0.03, 0.0, 0.0 };
GLfloat mat_green_diffuse[] = { 0.05, 0.3, 0.0, 0.0 };
GLfloat mat_blue_diffuse[] = { 0.05, 0.3, 0.0, 0.0 };
GLfloat mat_yellow_diffuse[] = { 0.05, 0.3, 0.0, 0.0 };
GLfloat mat_specular[] = { 0.0, 0.03, 0.05, 0.0 };
GLfloat mat_shininess[] = { 100.0 };
GLfloat knots[8] = { 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 };
GLfloat pts1[4][4][3], pts2[4][4][3];
GLfloat pts3[4][4][3], pts4[4][4][3];
GLUnurbsObj *nurb;
int u, v;

static void
display(void)
{
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glCallList(1);
  glFlush();
}

int
main(int argc, char **argv)
{
  glutInit(&argc, argv);
  glutInitDisplayString("luminance depth");
  glutCreateWindow("ex4");
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);
  nurb = gluNewNurbsRenderer();
  gluNurbsProperty(nurb, GLU_SAMPLING_TOLERANCE, 25.0);
  gluNurbsProperty(nurb, GLU_DISPLAY_MODE, GLU_FILL);

  /* Build control points for NURBS mole hills. */
  for(u=0; u<4; u++) {
    for(v=0; v<4; v++) {
      /* Red. */
      pts1[u][v][0] = 4.0*((GLfloat)u);
      pts1[u][v][1] = 4.0*((GLfloat)v);
      if((u==1 || u == 2) && (v == 1 || v == 2))
        /* Stretch up middle. */
        pts1[u][v][2] = 3.0;
      else
        pts1[u][v][2] = 3.0;

      /* Green. */
      pts2[u][v][0] = 1.0*((GLfloat)u - 2.0);
      pts2[u][v][1] = 1.0*((GLfloat)v - 2.0);
      if((u==1 || u == 2) && (v == 1 || v == 2))
        if(u == 1 && v == 1)
          /* Pull hard on single middle square. */
          pts2[u][v][2] = 5.0;
        else
          /* Push down on other middle squares. */
          pts2[u][v][2] = 5.0;
      else
        pts2[u][v][2] = 0.0;

      /* Blue. */
      pts3[u][v][0] = 2.0*((GLfloat)u - 2.0);
      pts3[u][v][1] = 2.0*((GLfloat)v);
      if((u==1 || u == 2) && (v == 1 || v == 2))
        if(u == 1 && v == 2)
          /* Pull up on single middple square. */
          pts3[u][v][2] = 5.0;
        else
          /* Pull up slightly on other middle squares. */
          pts3[u][v][2] = 5.0;
      else
        pts3[u][v][2] = 0.0;

      /* Yellow. */
      pts4[u][v][0] = 2.0*((GLfloat)u);
      pts4[u][v][1] = 2.0*((GLfloat)v - 3.0);
      if((u==1 || u == 2 || u == 3) && (v == 1 || v == 2))
        if(v == 1)
          /* Push down front middle and right squares. */
          pts4[u][v][2] = -2.0;
        else
          /* Pull up back middle and right squares. */
          pts4[u][v][2] = 5.0;
      else
        pts4[u][v][2] = 0.0;
    }
  }
  /* Stretch up red's far right corner. */
  pts1[3][3][2] = 6;
  /* Pull down green's near left corner a little. */
  pts2[0][0][2] = -2;
  /* Turn up meeting of four corners. */
  pts1[0][0][2] = 1;
  pts2[3][3][2] = 1;
  pts3[3][0][2] = 1;
  pts4[0][3][2] = 1;

  glMatrixMode(GL_PROJECTION);
  gluPerspective(55.0, 1.0, 2.0, 24.0);
  glMatrixMode(GL_MODELVIEW);
  glTranslatef(0.0, 0.0, -15.0);
  glRotatef(330.0, 1.0, 0.0, 0.0);

  glNewList(1, GL_COMPILE);
    /* Render red hill. */
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_red_diffuse);
    gluBeginSurface(nurb);
      gluNurbsSurface(nurb, 8, knots, 8, knots,
        2 * 3, 3, &pts1[0][0][0],
        4, 4, GL_MAP2_VERTEX_3);
    gluEndSurface(nurb);

    /* Render green hill. */
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_green_diffuse);
    gluBeginSurface(nurb);
      gluNurbsSurface(nurb, 8, knots, 8, knots,
        2 * 3, 3, &pts2[0][0][0],
        4, 4, GL_MAP2_VERTEX_3);
    gluEndSurface(nurb);

    /* Render blue hill. */
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_blue_diffuse);
    gluBeginSurface(nurb);
      gluNurbsSurface(nurb, 8, knots, 8, knots,
        2 * 3, 3, &pts3[0][0][0],
        4, 4, GL_MAP2_VERTEX_3);
    gluEndSurface(nurb);

    /* Render yellow hill. */
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_yellow_diffuse);
    gluBeginSurface(nurb);
      gluNurbsSurface(nurb, 8, knots, 8, knots,
        2 * 3, 3, &pts4[0][0][0],
        4, 4, GL_MAP2_VERTEX_3);
    gluEndSurface(nurb);
  glEndList();



  glutDisplayFunc(display);
  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}

Yes, where are you from?
 
Interesting graphics you made!
Welcome to the forums :) There is definitely a place for the type of work you are doing.
What types of languages are you most interested in 2019?
 
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