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      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.
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Vekta

Are NeHe's tutorials still any good?

3 posts in this topic

Hello, i'm new to OpenGL and i've been looking for a good place to get started, I've heard a lot of positive things about NeHe's tutorials but i have a question. Considering how old they are and all the depreciated functionality of modern OpenGL, are these tutorials still any good for someone starting GL? thanks!
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Based on the tutorials and the OpenGL books I have everything on NeHe seems pretty standard to the books (not saying the books arn't outdated either). I'm honestly not sure if they are up to industry standard but there still really good for learning basics in OpenGL. I say this because in my experience in 2d programming and a few different Graphic API's usually the newest updates usually don't change much as far as what code you use but more of what the code does internally.
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[quote name='Vekta' timestamp='1303145156' post='4799963']
Hello, i'm new to OpenGL and i've been looking for a good place to get started, I've heard a lot of positive things about NeHe's tutorials but i have a question. Considering how old they are and all the depreciated functionality of modern OpenGL, are these tutorials still any good for someone starting GL? thanks!
[/quote]
I'd claim that they aren't good tutorials in this day and age. They do cover a lot of the graphics theory, but, unless you are targeting pre-shader hardware, it isn't worth it to read the code as all the functionality is depricated. Try something like [url="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html"]this[/url] instead. I think what is often more important than a good graphics API tutorial is a good linear algebra tutorial on how graphics transforms work.
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there are 2 issues with the age of the tutorials - 1) code don't work as well as it should using current software 2) it doesn't take advantage of all the newer functions that are now part of opengl.
but if you are just starting with opengl or are using software that it has been ported to without issue then you will find yourself learning the basics and a few intermediate skills to do some cool stuff.
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