• 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
Wh0p

Best practice for storing more complex data in textures

1 post in this topic

Hi,

I am simply looking for some best practices on how to store more complex data types in textures and how to access them in glsl.

For example if I would want to store parameters for pointlights I might have a struct like this:

struct PointLight
{
  vec3 Ambient;
  vec3 Diffuse;
  vec3 Specular;
  vec3 Position;
  float Radius;
};

Obviously texture access via samplers only allow me to retrieve vec4's at a time.

Basically I'm most interested in how you efficiently setup the layout of the texture (or textures). Thing like use a single texture for each component or pack them together or how to pack the components together, what kind of textures to use etc.

 

I dont want specific answers to THIS example struct.. I am looking for a general truth smile.png

Like do things that change often (maybe the positions) in a seperat texture while compose the other components together in one texture. (just an assumption however)

 

I hope you can give me a direction here,

Wh0p.

0

Share this post


Link to post
Share on other sites

This is highly, highly dependent on what exactly you want to store in the texture, how much data there's going to be total and its access patterns (ie, is it small enough and accessed linearly, could it be put in a constant buffer more efficiently?) how much precision you want in the data, whether texture compression is going to be acceptable (and if so, what kinds of texture compression work best for your specific data), whether you want to take advantage of hardware filtering on reads, etc.

 

EDIT: Also, if you're interested in having complicated structs inside textures where texture filtering and compression aren't necessary (or even wanted), you might look into using texture buffers.

Edited by Samith
0

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