• 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.

Archived

This topic is now archived and is closed to further replies.

PGmeiner

Multitexturing?

5 posts in this topic

Hello, I have just a little question about the extensions of OpenGL like multitexturing and so on. What are the requirements for my machine to support these extensions. Need I a graphic card who support this feature or the newest OpenGL-Version ?? thanks
0

Share this post


Link to post
Share on other sites
Your video card has to have support for at least 2 multi texturing units. geforce 256 has 2, radeons have 3, geforce 3 has 4 multi textruing units. I don''t know about any of the other cards. If you write a small app that uses more multitexturing units than the card supports your program will either bomb or you won''t see the effects of multitexturing, heh. So you could just try that.
0

Share this post


Link to post
Share on other sites
as others have said your card needs to be able to do the extension eg multitexture cant be done on a voodoo1 but it can be done on a voodoo2.
also your card manufactures driver should expose this functionality this is normally an ongoing process eg with the new nvidia drivers (which i thought were gonna be released last week prolly waiting now to coincide with the lanch of the radeon2 those bastards) a few new things will be exposed check the 1.3 spec for details (plus there might be others)
0

Share this post


Link to post
Share on other sites
Well that''s funny, it''s supported in voodoo2 but not on my voodoo3 that pisses me off, although i only have support for one type or two kinds GL_ARB_multitexture and GL_SGIS_multitexture.
Now when i run lesson22 on my comp, multitexting for me my card sucks i''m ready for a new one.
0

Share this post


Link to post
Share on other sites