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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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[Android] VA vs VBO performance test

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Hi all,

im implementing a basic 2D engine for Android, just for my own use, in order to be able to reuse the base-code between my game developments. Im neraly new on OpenGL ES 2.0, so i have some doubts about what is better to render, Vertex Arrays or Vertex Buffer Objects. Ive read some (here and other webs) about it, that VBO for static objects, so you dont have to resend data to GPU every time, and for constantly moving objects youll find better performance on Vertex Arrays.

Better than believing or not, i decided to benchmark both, so here are the results for 100 squares & 400 squares rendered on screen. VA wins the test, even on static render. i can post the code i want to see it. (mseg means miliseconds, im spanish and forgot to put that in english)

100 Squares:


400 squares:


Is this performance what i have to expect? I heard that dedicated memory on cellphones for VBO its the RAM, so i wont get that boost on performance.

Thanks in advance!


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VBOs really lose their advantage for something as simple as squares. If you're talking about 50,000 vertex polygon meshes I think you will find quite a different result.

Their advantage is in not having to stream geometry to the graphics processor each frame. With a square there is little geometry to be sent, and the advantage of saving the 48 or so bytes per square is probably lost in the overhead of all the draw calls.

Also I'm not positive, but I'm not sure on mobile if the GPU has its own dedicated memory or not, or if it just shares the system ram. If it shares the main memory it probably doesn't help that much, because for both VA and VBO you're getting the data from the same place. On a desktop system where VBOs are stored in local graphic memory that really gives them their speedup. Not sure if that still applies to mobile.

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