Jump to content

  • Log In with Google      Sign In   
  • Create Account


Looking for authors - submissions closed (Updated 4/27)


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
44 replies to this topic

#21 BaSSraf   Members   -  Reputation: 109

Like
0Likes
Like

Posted 08 April 2005 - 01:19 PM

*OT* being payed per page, what is the targeted font size it will be printed in? :)))))

(ignore me)

Sponsor:

#22 Prozak   Members   -  Reputation: 869

Like
0Likes
Like

Posted 08 April 2005 - 05:12 PM

Quote:
Original post by Myopic Rhino
Prozak: I agree as well, but _the_phantom_ is right, both are outside the scope of this book.

In regards to the additional chapter ideas, at this point, it looks like we'll definitely be including a chapter scene management/visibility determination, etc.



Someone just has to sit down and tackle that issue, the lack of decent tutorials on the subject is appaling.

Thank you for taking my thougts on the subject into consideration.

*...goes back to finishing his own Lua tutorial...*

#23 Ilici   Members   -  Reputation: 862

Like
0Likes
Like

Posted 10 April 2005 - 04:37 AM

Sounds like a good idea! It provides non-professionals with the chance to show their potential and knowledge through a book that addresses many in the industry.

A few questions:

Does this work as a competition - everybody submits and article and you choose the best or combine them or do you pick an author which will do the work?

Can the articles include pictures? How many? Generally I see books refrain from using too many pictures.

How long should one section of a chapter be?

#24 Dave Astle   Senior Staff   -  Reputation: 2307

Like
0Likes
Like

Posted 10 April 2005 - 09:30 AM

Quote:
Original post by Ilici
Does this work as a competition - everybody submits and article and you choose the best or combine them or do you pick an author which will do the work?
No, not exactly. I'm going to choose the author in advance based on a brief proposal and summary of what they want to cover. I'll also take their bio (or if they are active here, what I know about them from the forums) into account when determining whether or not I think they can deliver what they say they will. There are some people here (including you) that I would automatically approve, no matter what they wanted to write about.
Quote:
Original post by Ilici
Can the articles include pictures? How many? Generally I see books refrain from using too many pictures.
Yeah, they really *should* include pictures. I'd like to see at least one figure every 2-3 pages, though more isn't bad if it's appropriate for the topic.
Quote:
Original post by Ilici
How long should one section of a chapter be?
Depends on the topic. 2-8 pages should be enough for most of the topics listed here, though a few will be longer (and a couple can be a page or so). That's assuming minimal code listings.

#25 juglarx   Members   -  Reputation: 122

Like
0Likes
Like

Posted 10 April 2005 - 05:33 PM

HI! i think this book is necesary for the OpenGL game dev comunity , i think that is very useful a topic in Editors and tools programing (GTK and MFC) some basic but useful tutorial what do you think?
see u

#26 baldurk   GDNet+   -  Reputation: 742

Like
0Likes
Like

Posted 11 April 2005 - 12:36 AM

Quote:
Original post by juglarx
HI! i think this book is necesary for the OpenGL game dev comunity , i think that is very useful a topic in Editors and tools programing (GTK and MFC) some basic but useful tutorial what do you think?
see u


I think that would be appropriate in a book about GUI creation or widget toolkits, but not in a game programming book. Most of the code in an editor I'd say is in the actual editing - not the rendering, which is what this book is about.

#27 Ilici   Members   -  Reputation: 862

Like
0Likes
Like

Posted 11 April 2005 - 02:05 AM

Quote:
Original post by Myopic Rhino
There are some people here (including you) that I would automatically approve, no matter what they wanted to write about.


Well then, I hope you got my mail :D

#28 Monder   Members   -  Reputation: 993

Like
0Likes
Like

Posted 11 April 2005 - 08:04 AM

Have the sections you've got in grey got a definite author? I'm asking because I might be interested in writing one or two of them and wondering whether it's worth emailing you about them.

#29 Dave Astle   Senior Staff   -  Reputation: 2307

Like
0Likes
Like

Posted 11 April 2005 - 08:50 AM

The sections that have been greyed out have either already been written, or (for most of them) at least one person has expressed an interest in writing about them. I haven't made any final decisions yet, because (to my surprise) this got picked up on OpenGL.org so I wanted to give people a few more days to respond. So if you want to submit a proposal for something that is greyed out, feel free. In a few days, I'll start to make final assignments.

#30 zedzeek   Members   -  Reputation: 528

Like
0Likes
Like

Posted 11 April 2005 - 05:46 PM

some observations
1.6 - Disabling VSync // this is different on windows than linux than mac (unless u use sdl or something)
5.7 - Dynamic Light Mapping // what is it ??
6.9 – Explosions // shouldnt this be part of particle systems?

Physics/collision detection? u could write another book about this :)


#31 Prozak   Members   -  Reputation: 869

Like
0Likes
Like

Posted 12 April 2005 - 12:01 AM

Quote:
Original post by zedzeek
Physics/collision detection? u could write another book about this :)


I agree with this. If the book is about OpenGL and Graphical techniques, and knowing that there are whole books out there devoted already to this subject, then Physics should just be an Appendix pointing the strenghts and weaknesses of some of the various SDK packages available (ODE, Newton, Tokamak, Novodex).

Also, Myopic Rhino, shouldnt Shadowing techniques get their own full Chapter? I feel Shadowing Techniques is a subject as avoided in technical books as Culling algorithms.

Two thumbs up for this book project. Any chance I could get mine signed? [wink]

#32 Ilici   Members   -  Reputation: 862

Like
0Likes
Like

Posted 14 April 2005 - 03:15 AM

Dave, any news on this?

Would you please confirm if you got my e-mail, i'm afraid it was eaten by some hungry spam filter somwhere.


#33 Dave Astle   Senior Staff   -  Reputation: 2307

Like
0Likes
Like

Posted 14 April 2005 - 04:25 AM

Yes, I got your email.

I have a tone of responses that I need to sort through. Pretty much every topic is covered, with the exception of fire, explosions, and advanced/dynamic lightmapping techniques - all of which can probably be dropped. I haven't confirmed with any authors yet, because there is considerable overlap.

#34 Dave Astle   Senior Staff   -  Reputation: 2307

Like
0Likes
Like

Posted 14 April 2005 - 06:41 AM

Quote:
Original post by zedzeek
1.6 - Disabling VSync // this is different on windows than linux than mac (unless u use sdl or something)
Yeah, I know. SDL doesn't include the capability to do this, so it may have to cover each platform.
Quote:
Original post by zedzeek
5.7 - Dynamic Light Mapping // what is it ??
The first book only briefly touched on basic lightmapping techniques, so I wanted to cover more advanced methods (e.g. this article). However, with the reality of per-pixel lighting now, I'm not sure how relevant this is.
http://www.flipcode.com/articles/article_advlightmapping.shtml
Quote:
Original post by zedzeek
6.9 – Explosions // shouldnt this be part of particle systems?
Probably.
Quote:
Original post by zedzeek
Physics/collision detection? u could write another book about this :)
I agree. That's why it's listed under potential topics. Originally, we'd considered making the book not so graphics-centric, but most of the additional topics we'd considered are big enough to warrant their own book, so we decided to drop that plan instead of adding chapters that were too high-level and brief.

#35 Dave Astle   Senior Staff   -  Reputation: 2307

Like
0Likes
Like

Posted 14 April 2005 - 06:42 AM

Quote:
Original post by Prozak
Also, Myopic Rhino, shouldnt Shadowing techniques get their own full Chapter? I feel Shadowing Techniques is a subject as avoided in technical books as Culling algorithms.
It could, yeah. I'll probably end up breaking the book into many more chapters than what I've listed, depending on how long each section is.
Quote:
Original post by Prozak
Two thumbs up for this book project. Any chance I could get mine signed? [wink]
Heh, sure [grin]

#36 AxoDosS   Members   -  Reputation: 284

Like
0Likes
Like

Posted 14 April 2005 - 05:49 PM

I don’t know if anyone has suggested it but how about adding "Rendering Fur" into the "Special Effects" chapter.


#37 Shannon Barber   Moderators   -  Reputation: 1362

Like
0Likes
Like

Posted 15 April 2005 - 03:52 AM

Is accumulation buffer hardware acceleration coming? This is an under utilized aspect of rendering because it's fairly slow, but lets you do the special effects reminiscent of the defunct 3dfx cards.

#38 phantom   Moderators   -  Reputation: 7014

Like
0Likes
Like

Posted 15 April 2005 - 06:44 AM

its technically already here, its just still VERY slow, rendering a simple scene (just a rotating cube) 12 or so times into the accum buffer per frame @ 1024*768 made my 9700pro break down and cry, it was hardware accelerated as it was doing more than 1fps but it was horribly slow, and thats mostly down to bit depth I think, as the accum buffer has 16bit per color channel (64bit per pixel), so blending into it from the frame buffer and then copying back just totally rips into fill rate.

I'll knock up a test later on my X800 to see if that runs any better.

#39 zedzeek   Members   -  Reputation: 528

Like
0Likes
Like

Posted 15 April 2005 - 08:55 AM

Quote:
Yeah, I know. SDL doesn't include the capability to do this, so it may have to cover each platform.

true i was wrong, i assumed sdl did but from looking last night i couldnt find it with sdl 1.2.7

Quote:
Is accumulation buffer hardware acceleration coming?

its been available for a while with gffx (ie demos run >100fps)

#40 Genjix   Banned   -  Reputation: 100

Like
0Likes
Like

Posted 18 April 2005 - 07:39 PM

ok, I've got your email. Any chance I could do particle effects (fire/explosions)?




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS