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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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borrax

GLSL Shader for primitive graphics

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I want to make primitive graphics. Instead of textured polygons I want solid color polygons, and use lines for details. I have written an entirely software based 3D renderer in java that uses that approach based on a 3D graphics book from 1995. I have an array to represent all pixels on the screen and do all the processing on CPU side, then passes the array to openGL to render as a texture on a quad, creating a full screen 320 by 240 pixel resolution. You can see the results here: https://www.youtube.com/watch?v=_XYj113Le58

 

It works, it even has a z buffer that handles transparency by depth sorting pixels, but it's slow. I think I can speed things up by doing it in the hardware with shaders and C++ ( not looking to debate java vs c++, but I am trying to get better at c++ so that what I feel like using ). My java project taught me a lot about the fixed function graphics pipeline as it existed in the early 1990s, but I can't wrap my head around shaders.

 

To make things worse, I'm trying to make a shader for bad graphics, and modern graphics programming all seems to emphasize textures, so I can't find a tutorial. 

 

I will write my "models" directly in the code, with arrays to hold vertex, polygon, and color information. I will have to pass the color for each polygon to the shader, and I don't have a clue how to do that.

 

I also need to draw lines, and need a z buffer that does depth sorting so transparency looks good, but I can try to figure those out after I have the basic knowledge about drawing polygons.

 

If you have any experience or know about any tutorials I'd appreciate it. Or even a book, I still like crappy graphics and I still like books. My computer is probably using roman numerals for 1s and 0s.

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Hi borrax,

 

maybe these tutorials are something for you: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/

 

They take the modern approach with OpenGL4 (or 3.x if you use the modern stuff in 3 ;) ) and I found them quite helpful.

Other than that, if you are serious I can only recommend the RedBook which tells you pretty much everything about OpenGL. (ISBN:0321773039)

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