• 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
TalonSnow

Problem with game design implementing VBO and VAO

3 posts in this topic

Hello and thank you for reading and potentially helping with my problem.

 

I have been a hobbyist programmer for a long time, with spurts of activity. I have started up again recently and decided to get back to my main driving interest, which was game engine design. I am wanting to make a extremely small(just a 100x100 block) cave with a voxel engine, that will be used for a tower defense game vs simple AI.

 

Have spent last 2 weeks rereading about voxels and peoples implementations and experiences. Now that I have decided on how I want to approach it I have hit a snag, This is more with the engine design than anything else, and how rusty I have gotten with my programming.

 

I'm embarrassingly stuck on how, and where, to create the vertex buffer object. I was going with the approach in including it with the sector class(chunks) so that each sector had it's own vbo and vao. Yet the vao would require the shaders when setting it, so would each sector have an array of the shaders that it could use?

 

I am also unsure where to implement the textures for the blocks. I obviously am representing the texture for each block as a byte with an enum for the type. Yet, should I have the sector(chunk) class have its own render function so each sector can render itself when called or do all the rendering from the main program and just retrieving the vbo and vao from the sector class?

 

In relation to this, how and where do I set the texture when rendering? Would you create a LIST containing each block in the Sector that holds its texture, shaders, vbo and vao when the sector is loaded?

 

Again thanks for any help in this regards. 

0

Share this post


Link to post
Share on other sites

Yikes, this is too much for my brain to tackle all at once. 

For now I'll stick with the VAO and shaders issue. 

 

First, a bit of intro.... I don't use VAO's because I discovered that some common machines have limited support which will cause them to fail.  Also, recently, It's been mentioned here that some drivers will accidentally assign VAO state info to the next VAO.  This also, could be disastrous. 

 

Anyways, my point is as follows, although my experience with VAO's is limited, so far as I know, shaders and VAO's have nothing to do with one another. 

The initializations, for both, are completely separate and they are both activated in the render loop separately as they are used.... so far as I know.

Edited by Brother Bob
rollback
0

Share this post


Link to post
Share on other sites

Ah ok, that helps then. I can just set the shaders during the render then instead of having to worry about them when creating and filling the vbo and vao. Though I still wonder if the best way would be creating a list of a struct type for each sector containing the cubes and attached shaders and textures. I would assume this would allow for a lot of customization as I would be able to switch shaders per cube, instead of a batch. Just not sure if this is the common approach, or if it will degrade my performance as opposed to a more optimized method.

 

Interesting on the VAO's, I will check up on that, though even if I do go with a different approach I would probably get this working first to at least have a base design structure in place.

0

Share this post


Link to post
Share on other sites

The problem is that when you draw the contents of the VAO, the currently active shader will be used for everything that the VAO contains. In general, when I'm drawing a mesh, I use one VBO for each of the vertex attributes (position, normal, etc.), but I split the face index data into several VBOs, with one VBO per material. I iterate over the face-index VBOs, setting the correct material/shader for each before drawing it.

1

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