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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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3TATUK2

Diagnosing GL crash ?

2 posts in this topic

What's the best way to diagnose a GL crash?

 

I mean a specific "kind" - which typically happens at a render call such as glDrawArrays/glDrawElements... And only on "specific" hardware. Not all systems. Same code usually works just fine on modern nvidia/ati cards, but usually older intel laptops that support 2.1 have this problem - even though this is (as far as i know) 2.1-compliant code... And yet again, SOME older intel laptops also DO work, aswell as most modern ones.

 

I know the "usual" candidates: ...

 

Assure there are no GLerrors - there are none.

 

Use a GL debug context - usually the systems that crash like this actually also usually crash on simple context creation when specifying debug context.

 

Sometimes I hear "GLDebugger" - But, 1) I've never used that, and 2) am assuming you'd have to know specifically what to look for as i think it just provides general state information and probably wouldn't have anything specific/highlighted to a crash within the GL render function call ?

 

There have been things in the past that have also caused this that I've actually sorted out... For example, if you have a GL client state enabled and you don't send that attribute - it will crash on some (even modern, usually nvidia) cards. Even though ati card probably won't crash.

 

So it seems like it might be something similar to that. So for example - other than "knowing" that you should not -have a GL client state enabled when not sending that attribute- ... How would someone be able to successfully diagnose this issue?

Edited by 3TATUK2
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glFinish is your friend. It will block until all previous calls are completed. This will let you pinpoint exactly which call is the problem, as it might not be the one you think it is. But debugging random Intel issues is a real pain, and I really wish there was a magic solution to making it suck less. If you haven't learned to navigate Intel support for developers, I guess that is one thing that makes it more manageable.

 

The only other thing I can recommend is avoiding as many features as possible for your lowest graphics settings. It makes the amount you have to debug more manageable.

 

It's also worth mentioning that a lot of small developers, and even some large ones, just don't support Intel chipsets due to the issues. Even Minecraft failed to run on Q45 a few years back (no clue if they fixed it). Intel has made remarkable progress though, so their newer chipsets are miles better and might be worth trying to support since Intel chipsets are a huge portion of the market.

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