I've began learning opengl, and i was just wondering how opengl demos are put together. All the stuff i've done previously and rescently was just creating some 3dshape(prism, cube, pyramid, etc.) and spun it around with some textures as the sides or a lighting effect. What i wanna do now is make demos(those things that to me look like mini movies).

I'd like to know the basically flow of the code(pseudo-code would be suitable). Or the source of a short working one. Please someone help and thanks in advance for those whom reply.

(( if this isn't the correct forum to post this please move it the appropiate section ))
Posted on 2003-11-18 18:54:00 by Guy on ASM
Have you looked at this site? http://nehe.gamedev.net/
Posted on 2003-11-18 20:23:14 by Odyssey
I've done every tutorial on that site up to #40.

I know how to display crap to the screen make it do stuff but i mean...

http://www.gametutorials.com/Favorites/GT_Favs.htm

those there look like little "movies" in a sense, and i just wanna know the basic program flow of doing such.
Posted on 2003-11-18 21:03:43 by Guy on ASM
The obvious answer is frame hierarchies, keyframed animation, linear and nonlinear.
Posted on 2003-11-19 07:25:08 by Homer

The obvious answer is frame hierarchies, keyframed animation, linear and nonlinear.


Thanks, thats all I needed to know.

GuyonAsm.
Posted on 2003-11-19 08:50:37 by Guy on ASM
I saw a tutorial called "Controlling Demo Flow" in this site http://www.ukscene.org/ but the site had a redesign and I can't find it anymore... it featured a couple of ways of doing what you want. (but just the "scene" flow, i mean... what scene to play at a given time... not the keyframe animation).
Posted on 2003-12-04 11:11:54 by panoramix
Posted on 2003-12-04 13:27:32 by ti_mo_n