• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comments
  • views

More Low Lights

Sign in to follow this  
Followers 0
Mike Bossy


Wrapping up Collisions
I finished up passing collision events to individual objects at the end of last week and that went absolutely swimmingly. At the end of every physics frame I process all of the collisions and send the appropriate information to the objects involved. If the object wants to act on collisions it provides a Lua script which is called getting passed the object type that it collided with so it can perform an appropriate action. This is similar to some of the other things I use Lua for on objects so it was under an hour of work. With this piece in place I'm finally at a point where I have the bare minimum of systems up and running to throw together more than just a few ducks bouncing around on the screen.

Brainstorming for Prototyping
With prototyping in mind I got together with an art/design friend of mine who'll be working on this game with me for a brainstorming session. The session went well and we came up with a good starting point for a game we want to make. I'll outline what the game idea is in a future post along with how we approached figuring out what to make but what is important for this post is that some functionality requirements for my code fell out of the brainstorming session. Specifically lighting requirements.

I Hate Lights and Shaders
Really the previous line says it all. It ends up that I needed to add spot lights to the engine but as I've said before I am not a graphics dev. It seemed like a fairly straightforward task seeing that I already had point lights working but nothing is easy for me when it comes to lights it seems. It was easy enough getting the appropriate data into my shader about the lights but no matter what I did the lights just wouldn't light anything. Luckily from my last set of lighting problems I thought it might be another transform problem with the normals or the lights so I moved the camera and the spot light to the origin and my trusty duck model just in front of things and sure enough my light worked. It ends up that the lights in OpenGL are supposed to be in eye space and not in world space. Once I found that out it was easy getting things going and I at least have passable spot lights.



Fixed Function Fall back
What I've learned from the last two painful lighting problems is that I'm horrible at debugging this type of problem. I really got lucky by my move back to the origin because really graphics feel like a black box to me compared to any other system. As such I've decided that to help out my debugging that I'm going to add the ability to fall back to the fixed function pipeline so that I can hopefully see what the scene is supposed to look like and compare it against my own shaders. In the long run it may be an important feature for dealing with older graphic cards as well that don't support everything I need in the programmable pipe.

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now