• 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.
Sign in to follow this  
Followers 0
Sonic-blue-knight

Question about lesson 13

3 posts in this topic

hey there!, well, I'm not English but I try to understand everything in the tutorials. My question is... Why when I put the text further than x=-0.5 (for example at -0.6) the text dissappears?. Does OpenGL disable it for any special reason or something? Thanks in advance
0

Share this post


Link to post
Share on other sites
As Jeff explained in his lesson, this depends on the projection (camera) setup:
Quote:
Now for a new command. glRasterPos2f(x,y) will position the Bitmapped Font on the screen. The center of the screen is still 0,0. Notice there's no Z position. Bitmap Fonts only use the X axis (left/right) and Y axis (up/down). Because we translate one unit into the screen, the far left is -0.5, and the far right is +0.5. You'll notice that I move 0.45 pixels to the left on the X axis. This moves the text into the center of the screen. Otherwise it would be more to the right of the screen because it would be drawn from the center to the right.


You can imagine your text being drawn one unit away from the camera, but as it does have a resticted view angle (meaning the angle between which it can see & record things), there's only a part of your scene visible. If you want to have text rendered at raster pos 0.5,0.5, then move your camera one step further away (glTranslatef(0.0f, 0.0f, -2.0f)) and you will see things again. But for simplicity stay in between [-0.5;0.5] for x and [-0.4;0.4] for y, this should be pretty much the whole screen.
0

Share this post


Link to post
Share on other sites
Well I read that on the tutorial but guess I didn't understand everything.
So.. texts are really limited on the screen, aren't they?
If I wanted a text sliding horizontally on the top of the screen it would be really bad cause the text appears just on those regions, Am I right?
Changing the projection of the camera while testing a 3d world with the text it would affect the rest of visible objects too, wouldn't it?.

Thanks for your help.! ^^

Edit: Well, at least outline fonts can move freely around the screen without disppearing when the first character is out of the screen.

[Edited by - Sonic-blue-knight on February 24, 2009 4:04:32 AM]
0

Share this post


Link to post
Share on other sites
Quote:
Original post by Sonic-blue-knight
Well I read that on the tutorial but guess I didn't understand everything.
So.. texts are really limited on the screen, aren't they?
If I wanted a text sliding horizontally on the top of the screen it would be really bad cause the text appears just on those regions, Am I right?
Changing the projection of the camera while testing a 3d world with the text it would affect the rest of visible objects too, wouldn't it?.

Thanks for your help.! ^^

Edit: Well, at least outline fonts can move freely around the screen without disppearing when the first character is out of the screen.


1. You should really use the method in lesson 17, it's much more reliable than lesson 13-15.

2. yea projection would change for the other objects as well, that's why you pop and push the matrices to reset the perspective.
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0