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Roller coaster using GLSL for OpenGL

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Uploaded by on Mar 29, 2008

Code has been written in C# (.Net).
I have used the Tao Framework for calling OpenGL methods.
Radial Blur and brightness increase in front of the train effect were done using pixel and vertex shaders (GLSL).

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Uploader Comments (roadwolf123)

  • How long time does it take to learn this? :) (for a total newbie)

  • It depends.

    If you have already some programming experience, then not so long.

    It's good to learn the basics of computer graphics first just to feel comfortable about it.

    Then go through some OpenGL tutorials. I recommend nehe gamedev net. There are in C++, but you can download the C# version of the first few. These are done using CsGL, which is an older version of the wrapper you find in TAO. Go to taumuon co uk jabuka to see how to use TAO.

  • By the time you run out of C# examples form nehe's site, you'll be able to read C++ OpenGL tutorials and translate them to C#, since calling OpenGL methods is basically the same.

    Finally, you'll have to spend a few days to learn GLSL. I recommend lighthouse3d opengl tutorials.

    Altogether it will be probably a week at least.

    I see that You do some stuff with VB.

    You could also try to use VB Net and TAO. Have fun!

  • Only a week?

    What are your thoughts on Xna?

  • A week would be enough if you can fully concentrate on this, i.e. no work and stuff to disturb you.

    I don't know Xna. Check it out and let me know what you think about it.

  • Great work , any website ?

  • Thanks!

    As for now there is no website.

    Maybe one day I'll decide to post a tutorial on a blog or something.

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All Comments (13)

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  • @sixelia : This is not my work.

  • @domsau2

    Your roller coaster looks great.

    I am working on a similar project.

    I would like to know how import Terragen project to opengl ?

  • Is the path and speed precalculated or is the physics simulated in real time?

  • INSANE!

  • Hello. :)

    The Landscape is obviously prerendered with Terragen.

  • I was thinking the accumulation buffer was extremely slow, actually. I've tried stuff with it before and it just can't do anything at a reasonable speed. Maybe my nVidia drivers are doing it in software.

  • I prefer using the accumulation buffer for motion blur... Well, actually, I use a texture buffer instead as the accumulation buffer becomes messy with OpenGL 3.0.

  • It would be a horrible experience to get jerked around on that coaster.

  • Ah, that motion blur is not doing it for me... it should vary in intensity depending on the depth buffer and also change center when rounding corners. should be able to pull it off!

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