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Member Since 11 Jan 2006
Offline Last Active Jul 20 2016 07:44 AM

Posts I've Made

In Topic: im looking for Video ads provider

30 January 2016 - 08:12 PM

Cebu gdev, the term is "advertisers." They don't "provide" advertisements - they advertise. They don't see ads as a service for game developers, you see - they see them as marketing tools to benefit themselves.
Anyway, I just thought you needed a little clarification on the nature of advertising. Someone else can tell you about finding advertisers or ad aggregators or how ads on Facebook games work.
(Also, you posted your business question in the Programming forum, so I moved it to the appropriate board.)


yeah thanks for the advice and moving the thread, i was confused where to start the thread yesterday :)

In Topic: Why are artists less likely to work on free/hobby projects than others?

09 September 2015 - 05:08 PM

1. either they don't have that dream and passion we programmers have...
that is to start an independent studio,
or they have the dream but lack of passion and commitment to move forward..
2. They don't have the time as time is valuable and for them, time = money,
but playing PC games or watching tv series is not wasting of time for them.
it all comes back to passion and commitment. (true to my case always)
well, the above is what is in my case anyways,.

In Topic: my own 3d editor questions and suggestions

29 August 2015 - 11:30 PM

ey thanks guys for answering, and yeah the term i was looking for was camera headlamp or similar.


how about my second and 3rd question?

what are the materials i need to apply to my DEFAULT scene to make it look professional similar to the unity sample i added?


is it just simple normal/bump map with specular/shinyness  being lighted with point lights?

or things like lightmaps are also added.


i really like their default effects, similar to this;

want my engine to default with that kind of look when adding objects or walls with textures.


just a suggestion will help, my engine knda looks dry even with lights implemented already

In Topic: Why Do People Use DirectX?

10 July 2015 - 07:39 PM

also there was a time in history when OpenGL almost throw the towel and was way far behind DirectX.

OpenGL APIs were really messed up and DX took over the market. it was until OpenGL 3.0, (i guess) that Opengl cleanup its act and return to prominence, and oh mobile too.


and oh, i dont know if these is still true (coz im a DX guy), but OpenGL in WIndows is inda stuck or frozen to specific version (by default).

In Topic: 2D rasterizer resources and book

16 May 2014 - 08:32 PM

Rasterizing is always 2D -- Software Rendering books will talk about the 3D pipeline a lot, but the whole point of the 3D pipeline is to transform 3D things into 2D things so that you can rasterize them.


Computer Graphics: Principles and Practice is the classic textbook. For your purposes, you probably want the Second Edition in C. The original Second Edition had code samples in Pascal, and the newer Third Edition focuses on modern rendering hardware. IIRC, it spends a good amount of time talking about glyph rendering (text and symbols using vector descriptions), shapes, and bitmaps. It also goes on to discuss 3D matters like transformations and lighting.


oh thank you for this book, this is exactly what i am looking for. (I think i have this back when i was still freshman in college).

+1 to you mate!