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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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datahead8888

GLSL Devil Visual C++ Question...

3 posts in this topic

I downloaded GLSL Devil in order to try and debug GLSL shader code, here:

http://wwwvis.informatik.uni-stuttgart.de/glsldevil/index.html#usage

 

I want to use it with Visual C++ (2010), but am not sure how to hook up GLSL Devil to Visual C++.

 

I tried telling GLSL Devil to load both my .vert and .frag files for GLSL, but it does not seem to do anything with them.

 

I used the shader set up code at - http://www.cse.ohio-state.edu/~hwshen/5542/Site/Slides_files/shaderSetup.C

Is this code not saving a binary file to disk that I need to connect GLSL Devil to?

 

Both my .vert and .frag files work at the moment - they are successfully transforming vertices and applying colors as needed.  I just want to use GLSL Devil to help debug some additional changes I need to make.

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Umm, GLSL shaders arent binary files, they're just plain text files.

 

#version 330 core
in vec3 inPosition;
in vec3 inColor;
 
uniform mat4 mvp;
 
out vec3 outColor;
 
main (void)
{
    gl_Position = mvp * vec4(inPosition,1.0f);
    outColor = inColor;
}
Thats a GLSL vertex shader. No binaries, no funky sutff, just plain text.

 

And that looks like a standalone tool, not a VS plugin. Load shader files, display them, do stuff with it, save them. That's it.

 

Though it does looks like you can debug appliactions with it, for that you'd need your exe and point GLSL Devil to it so it can launch it. Much like CodeXL.

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Hi Datahead,

 

i got glslDevil this weekend and as far as I understand you may generate your DEBUG version with Visual Studio and use the glslDevil to run your app.... glslDevil will monitor all GL_ calls, and you may use it to debug its values.... I think it will also load the shaders and let you step ( debug ) the shader code....

 

Btw.. I have no success using glsl with my application... it has something about texture loading calls.... I have no time to try a workaround or to learn glslDevl deeply... so, I will try to do it next weekend.. I will update this thread if I got some progress....

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Okay, if you find out let me know.  I gave up on using the devil debugger for this set of changes but would love to use it for the next set of changes.

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