• 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.

Archived

This topic is now archived and is closed to further replies.

Sim

wglUseFontOutlines Trouble!!

4 posts in this topic

Hello! I have tried to implement outline fonts into my engine, but it makes everything looking bad(except of the font: http://www.geocities.com/simon_dotschuweit/bad.jpg If I don''t call the displaylists generated by wglUseFontOutlines everything is nice: http://www.geocities.com/simon_dotschuweit/good.jpg I have analysed the api calls of wglUseFontOutlines, there are several gluTesslate* calls, I think I have to disable the tesslation mode after drawing the font, but how can I do that? Any idea? Thanks!
0

Share this post


Link to post
Share on other sites
Really nobody who is using Outlinefont?
Or are you using another method to create them?
Please tell me!
Thanks!!
0

Share this post


Link to post
Share on other sites
To me it looks like the backface culling was turned into frontface culling. Try glCullFace(GL_BACK); After calling your font stuff, or even before calling it, or check the source of the font drawing routines if you can and search for glCullFace(GL_FRONT), And try to find out why it is called.

Or try glDisable(GL_CULL_FACE); (or sth like this) - if it not too expensive.

I hope it helps,

Gahre
0

Share this post


Link to post
Share on other sites
Or try romka''s GLF library, I am using it, it''s great. AND it''s simple to implement, but unfortunately you can''t load true type fonts (yet - the new version is said to includ a cenversion tool, what would be great). (http://romka.demonews.com)

If this still doesn''t help you, look at nehe''s textured font tutorial (http://nehe.gamedev.net)
0

Share this post


Link to post
Share on other sites