Normal Mapping, Bump Mapping, GLSL, and all that other jazz...

Ok, I just looked through this thread ( and I must say, I’ve never felt so inferior in my life, and I was just looking at some boxes. Someone with the knowledge and power should come forward and present an appropriate tutorial on how to achieve these magnificent graphics utilizing Blender’s new little integrated GLSL system. Since this was introduced, the problem is, you either know it, or you don’t. it’s not, “oh, i dabble in it from time to time”, it’s “i’m a pro and have been doing it for years” or it’s “WTF??? WHAT IS THIS???”. So, I’m asking kindly, with Blender about to enter a new age of real-time graphics, could someone supply just a little help? Please??

I’m curious too especially when it comes to implementing the glsl shaders. A guide of change this to this and this means this so change it here for this. I’m looking forward to trying a dynamically light normal mapped character. So some one with the knowledge feel free to share. Python scares the bajeezeez out of me lol (not really i’ve played with c,c++,fortran, and even a week of opengl)

LOL. Yes that is exactly how it is. I’m the former.
There are no very good tutorials yet. But mabey I will put a grip of em in the wiki when I have time (like tonight).

Until then here are a few links to get you started

Lighthouse3D GLSL tutorial:

Docs with information on how to use GLSL inside Blender:

Read every single thing!!! If you miss something because you thought it wasnt that important you will be suprized later.

gracias wish you the best of progress on you game dev…aka I hope you take it to completion

correct me if I’m wrong but I get the impression use blender materials must be check to use the glsl shaders … just making sure

that is correct.

Thats’ not the “problem” in any sense of the word.

The real “problem” here is the people themselves. The difference between those who just “know it” and those who “don’t” is simply a matter of patience and determination.

As jessegp previously demonstrated, many people tend to shy away from any more extensive code work when introduced. Actually some people are just down right scared of it at first sight, which leaves them discouraged and quitting soon after.

“You have to stick with it, in order for it to make sense”

Once you have the basic framework figured out, you’ll realize that most of it is really not that difficult. Really, hobby game developers today have it easy. We have all theese great libs and API’s to work with, and yet we still find something to complain about. :rolleyes:

Yea social I think you have a better description of the situation.

Making games is not easy but alot of people are looking for an easy solution.

oi, just checked out one of the sites, and all i have to say is, i gotta free up some weekends before really working on this. i’m trying to make a game with some friends, and so far, we’ve got bupkis when it comes to the actual game. one model, with a really nifty walking animation. and the materials suck. i’ve got some serious work ahead of me. anyone know where i can get a good (P3 or better) computer for cheap or free? mine died, and i can’t learn this glsl without actually having blender here to test the scripting (i learn very hands-on. lecturing gets me no where).

I would go with at least a P4 though.

Also you need a video card that supports OpenGL 2.0