Jump to content
  • Advertisement

Our gaming community wants a new game

Recommended Posts

I am a player for WCRA, the company kixeye who have developed it has upset it's player base. We are looking to take all our money for microtransactions in this game and put it into a kick starter fund or other like it to build a mobile war game rts that is built around the community ideas. If anyone is interested I will invite you to our line chat group that represents approximately 40000 players in War Commander Rogue Assault to discuss thus with the community leaders

Share this post


Link to post
Share on other sites
Advertisement

Our top-down shmup retro 80s space shooter game is called Neowing E.X.E., and it's already on kick-starter.  We are at the stage of creating a demo, so there is room for some changes/suggestions. We have a good team together, and we would love to incorporate some future players' ideas into the game if it's something your community would be interested in? Check us out: 

 

Share this post


Link to post
Share on other sites

err, i don't seem to be able to install line(got some shitty hardware here)

But, i looked over your forums and i kinda have an idea what's going on;

the developers became greedy to the point of being scammy and pissed more and more players off,

however the game also focuses around events, that need to be set-up(costly) and seem a main-way of attracting players.

What i recommend is that you look for a game that's already out there and move your clan(?) there,

it will not only be less costly in money, but also in time, and you got a guarantee there 's a working version.

Specifically, if you want to have something to say about the game it needs to be a game that still gets updates,

plus, you gotta know what the goal(s) of the developer is.

(often money, but it's important to note whether the developer is actually reaching his goal(break even/profit)

or not, if not the game will generally get overhauls that pisses off some players)

 

hope this helps.

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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By mapmip
      Hi, I am fresh to database design, recently trying building my mobile multiplayer game, it will be something like pokemonGo.
      I have experience on MySQL, and I know some NoSQL engines like redis.
      I saw some existing game projects which store their data on both SQL database and noSQL database.
      Could anyone give some advice that what kind of data should store in SQL and what kind of data is better to be in noSQL.
      It would be nice if giving some real scenario examples.
      My understanding is data like user profile, purchase transactions should be in SQL.
      Field map information, enemy status can be NoSQL.  
    • By Final Flames
      Hi everyone I am newbie got some ideas , but don't know how the whole things work out .
       I want to learn how things work with a developer from start to finish.
      So ideally looking to team up with android developer to complete some simple fun games.
      So either reply me here or mail at palani650@gmail.com 
    • By Dr. Michael Garbade
      Are you considering developing a mobile game? If you want to be successful, you should avoid making the most common mistakes. Trying to build a game without figuring out the right approach is a recipe for disaster.
      There are experienced developers like MyIsaak from Sweden, an expert in C# and Unity game development who frequently livestreams his Diablo III Board game development process.
      The more you learn from professionals like him, who have gone through the processes, the faster you can avoid making the common game development mistakes.

      Here are the top 5 game developments mistakes to avoid.
      1. Ignoring the target group
      Creating a game without properly studying your target group is a huge barrier that will keep it from being downloaded and played.
      Who are you building the game for? What are their main interests? What activities do they like participating in? Can the target group afford the gaming app? Does your target audience use iOS or Android operating system?
      Seeking answers to the above questions and others can assist in correctly identifying your target group. Consequently, you can design its functionalities around their preferences.
      Just like an ice cream vendor is likely to set up shop at the beach during summer, you should focus on consumers whose behaviors are likely to motivate them to play your game.
      For example, if you want to create a gun shooting game, you can target college-educated men in their 20s and 30s, while targeting other demographic groups secondarily.
      2. Failure to study the competitors
      To create a successful game that will increase positive reviews and retention, you should analyze the strengths and weaknesses of your competitors.
      Studying your competition will allow you to understand your capabilities to match or surpass the consumer demand for your mobile or web-based game.
      If you fail to do it, you will miss the opportunity to fill the actual needs in the gaming industry and correct the mistakes made by the developers in your niche.
      You should ask questions like “What is their target audience?” “How many downloads do their gaming app receive per month?” “What resources do they have?”.
      Answering such questions will give you a good idea of the abilities of your competition, the feasibility of competing with them, and the kind of strategies to adopt to out-compete them.
      Importantly, instead of copying the strategies of your competitors, develop a game that is unique and provides an added value to users.
      3.  Design failure
      When building a mobile or a web-based game, it’s essential that you employ a unique art style and visually appealing design—without any unnecessary sophistication. People are attracted to games based on the user interface design and intuitiveness.
      So, instead of spending a lot of time trying to write elegant and complicated lines of code, take your time to provide a better design.
      No one will download a game because its code is beautiful. People download games to play them. And, the design of the game plays a critical part in assisting them to make the download decision.
      4. Trying to do everything
      If you try to code, develop 3D models, create animations, do voice-overs—all by yourself—then you are likely to create an unsuccessful game.
      The secret to succeeding is to complete tasks that align with your core competencies and outsource the rest of the work. Learn how to divide your work to other experts and save yourself the headaches.
      You should also avoid trying to reinvent the wheel. Instead of trying to do everything by yourself, go for robust tools available out there that can make your life easier.
      Trying to build something that is already provided in the open source community will consume a lot of your development time and make you feel frustrated.
      Furthermore, do not be the beta tester of your own game. If you request someone else to do the beta testing, you’ll get useful outside perspective that will assist in discovering some hidden issues.
      5. Having unrealistic expectations
      Unrealistic expectations are very dangerous because they set your game development career up for failure. Do not put your expectations so high such that you force somethings to work your way.
      For example, dreaming too big can make you include too many rewards in your game. As much as rewards are pivotal for improving engagement and keeping users motivated, gamers will not take you seriously if you incorporate rewards in every little achievement they make.
      Instead, you should select specific rewards for specific checkpoints; this way, the players will feel that they’ve made major milestones.
      Conclusion
      The mistakes discussed in this article have made several game developers to be unsuccessful in their careers. So, be cautious and keep your head high so that you don’t fall into the same trap.
      The best way to avoid making the common mistakes is through learning how to build games from the experts.
      Who knows? You could develop the next big game in the industry.
    • By Stormnoob
      Hello everybody! Who is not difficult to evaluate / download my games)
      Play Market - https://play.google.com/store/apps/developer?id=Storm+Arts
      Thanks in advance!?
    • By Psychopathetica
      Not long ago, I create a nice OBJ loader that loads 3D Studio Max files. Only problem is, is that although it works and works great, I wasn't using Vertex Buffers. Now that I applied Vertex Buffers, it seems to only use the first color of the texture and spread it all across the poiygon. I examined my code over and over again, and the Vertex Buffer code is correct. But when I comment out all of my vertex buffer code, it works as intended. I practically given up on fixing it on my own, so hopefully you guys will be able to figure out what is wrong.
      public static final int BYTES_PER_FLOAT = 4; public static final int POSITION_COMPONENT_COUNT_3D = 4; public static final int COLOR_COMPONENT_COUNT = 4; public static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2; public static final int NORMAL_COMPONENT_COUNT = 3; public static final int POSITION_COMPONENT_STRIDE_2D = POSITION_COMPONENT_COUNT_2D * BYTES_PER_FLOAT; public static final int POSITION_COMPONENT_STRIDE_3D = POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT; public static final int COLOR_COMPONENT_STRIDE = COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT; public static final int TEXTURE_COORDINATE_COMPONENT_STRIDE = TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT; public static final int NORMAL_COMPONENT_STRIDE = NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT; int loadFile() { ArrayList<Vertex3D> tempVertexArrayList = new ArrayList<Vertex3D>(); ArrayList<TextureCoord2D> tempTextureCoordArrayList = new ArrayList<TextureCoord2D>(); ArrayList<Vector3D> tempNormalArrayList = new ArrayList<Vector3D>(); ArrayList<Face3D> tempFaceArrayList = new ArrayList<Face3D>(); StringBuilder body = new StringBuilder(); try { InputStream inputStream = context.getResources().openRawResource(resourceID); InputStreamReader inputStreamReader = new InputStreamReader(inputStream); BufferedReader bufferedReader = new BufferedReader(inputStreamReader); String nextLine; String subString; String[] stringArray; String[] stringArray2; int[] indexNumberList = new int[3]; int[] textureCoordNumberList = new int[3]; int[] normalNumberList = new int[3]; int i = 0; int j = 0; int k = 0; try { while ((nextLine = bufferedReader.readLine()) != null) { if (nextLine.startsWith("v ")) { subString = nextLine.substring(1).trim(); stringArray = subString.split(" "); try { tempVertexArrayList.add(new Vertex3D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]), Float.parseFloat(stringArray[2]), 1f)); } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading vertex list"); return 0; } String x = String.valueOf(tempVertexArrayList.get(i).x); String y = String.valueOf(tempVertexArrayList.get(i).y); String z = String.valueOf(tempVertexArrayList.get(i).z); //Log.d(TAG, "vertex " + String.valueOf(i) + ": " + x + ", " + y + ", " + z); i++; } if (nextLine.startsWith("vn ")) { subString = nextLine.substring(2).trim(); stringArray = subString.split(" "); try { if(reverseNormals){ tempNormalArrayList.add(new Vector3D(-Float.parseFloat(stringArray[0]), -Float.parseFloat(stringArray[1]), -Float.parseFloat(stringArray[2]))); } else{ tempNormalArrayList.add(new Vector3D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]), Float.parseFloat(stringArray[2]))); } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading normal list"); return 0; } String nx = String.valueOf(tempNormalArrayList.get(j).x); String ny = String.valueOf(tempNormalArrayList.get(j).y); String nz = String.valueOf(tempNormalArrayList.get(j).z); //Log.d(TAG, "normal " + String.valueOf(j) + ": " + nx + ", " + ny + ", " + nz); j++; } if (nextLine.startsWith("vt ")) { subString = nextLine.substring(2).trim(); stringArray = subString.split(" "); try { tempTextureCoordArrayList.add(new TextureCoord2D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]))); } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading texture coordinate list"); return 0; } String tu = String.valueOf(tempTextureCoordArrayList.get(k).tu); String tv = String.valueOf(tempTextureCoordArrayList.get(k).tv); //Log.d(TAG, "texture coord " + String.valueOf(k) + ": " + tu + ", " + tv); k++; } if (nextLine.startsWith("f ")) { subString = nextLine.substring(1).trim(); stringArray = subString.split(" "); for (int index = 0; index <= 2; index++) { stringArray2 = stringArray[index].split("/"); try { indexNumberList[index] = Integer.parseInt(stringArray2[0]) - 1; if(indexNumberList[index] < 0){ Log.d(TAG, "Error: indexNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading indexNumberList[]"); return 0; } try{ textureCoordNumberList[index] = Integer.parseInt(stringArray2[1]) - 1; if(textureCoordNumberList[index] < 0){ Log.d(TAG, "Error: textureCoordNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading textureCoordNumberList[]"); return 0; } try{ normalNumberList[index] = Integer.parseInt(stringArray2[2]) - 1; if(normalNumberList[index] < 0){ Log.d(TAG, "Error: normalNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading normalNumberList[]"); return 0; } } tempFaceArrayList.add(new Face3D(indexNumberList[0], textureCoordNumberList[0], normalNumberList[0], indexNumberList[1], textureCoordNumberList[1], normalNumberList[1], indexNumberList[2], textureCoordNumberList[2], normalNumberList[2])); } body.append(nextLine); body.append('\n'); } //Now that everything has successfully loaded, you can now populate the public variables. if(tempVertexArrayList != null && tempVertexArrayList.size() != 0) vertexArrayList.addAll(tempVertexArrayList); if(tempTextureCoordArrayList != null && tempTextureCoordArrayList.size() != 0) textureCoordArrayList.addAll(tempTextureCoordArrayList); if(tempNormalArrayList != null && tempNormalArrayList.size() != 0) normalArrayList.addAll(tempNormalArrayList); if(tempFaceArrayList != null && tempFaceArrayList.size() != 0) faceArrayList.addAll(tempFaceArrayList); vertexList = new float[faceArrayList.size() * POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE]; indexList = new short[faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE]; colorList = new float[faceArrayList.size() * COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; textureCoordList = new float[faceArrayList.size() * TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; normalList = new float[faceArrayList.size() * NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; int nextFace = 0; int step = POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < vertexList.length; currentVertex += step){ vertexList[currentVertex + 0] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).x; vertexList[currentVertex + 1] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).y; vertexList[currentVertex + 2] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).z; vertexList[currentVertex + 3] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).w; vertexList[currentVertex + 4] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).x; vertexList[currentVertex + 5] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).y; vertexList[currentVertex + 6] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).z; vertexList[currentVertex + 7] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).w; vertexList[currentVertex + 8] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).x; vertexList[currentVertex + 9] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).y; vertexList[currentVertex + 10] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).z; vertexList[currentVertex + 11] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).w; nextFace++; } numberOfVertices = vertexList.length / POSITION_COMPONENT_COUNT_3D; nextFace = 0; for (int currentIndex = 0; currentIndex < indexList.length; currentIndex += NUMBER_OF_SIDES_PER_FACE){ indexList[currentIndex + 0] = faceArrayList.get(nextFace).indexNumberList.get(0).shortValue(); indexList[currentIndex + 1] = faceArrayList.get(nextFace).indexNumberList.get(1).shortValue(); indexList[currentIndex + 2] = faceArrayList.get(nextFace).indexNumberList.get(2).shortValue(); } step = COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < colorList.length; currentVertex += step){ colorList[currentVertex + 0] = red; colorList[currentVertex + 1] = green; colorList[currentVertex + 2] = blue; colorList[currentVertex + 3] = alpha; colorList[currentVertex + 4] = red; colorList[currentVertex + 5] = green; colorList[currentVertex + 6] = blue; colorList[currentVertex + 7] = alpha; colorList[currentVertex + 8] = red; colorList[currentVertex + 9] = green; colorList[currentVertex + 10] = blue; colorList[currentVertex + 11] = alpha; } nextFace = 0; step = TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < textureCoordList.length; currentVertex += step){ textureCoordList[currentVertex + 0] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tu * mult; textureCoordList[currentVertex + 1] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tv * mult; textureCoordList[currentVertex + 2] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tu * mult; textureCoordList[currentVertex + 3] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tv * mult; textureCoordList[currentVertex + 4] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tu * mult; textureCoordList[currentVertex + 5] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tv * mult; nextFace++; } nextFace = 0; step = NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < normalList.length; currentVertex += step){ normalList[currentVertex + 0] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).x; normalList[currentVertex + 1] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).y; normalList[currentVertex + 2] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).z; normalList[currentVertex + 3] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).x; normalList[currentVertex + 4] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).y; normalList[currentVertex + 5] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).z; normalList[currentVertex + 6] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).x; normalList[currentVertex + 7] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).y; normalList[currentVertex + 8] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).z; nextFace++; } vertexBuffer = ByteBuffer.allocateDirect(vertexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); indexBuffer = ByteBuffer.allocateDirect(indexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asShortBuffer(); colorBuffer = ByteBuffer.allocateDirect(colorList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); textureCoordBuffer = ByteBuffer.allocateDirect(textureCoordList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); normalBuffer = ByteBuffer.allocateDirect(normalList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); vertexBuffer.put(vertexList).position(0); indexBuffer.put(indexList).position(0); colorBuffer.put(colorList).position(0); textureCoordBuffer.put(textureCoordList).position(0); normalBuffer.put(normalList).position(0); createVertexBuffer(); uMVPMatrixHandle = glGetUniformLocation(program, U_MVPMATRIX); uMVMatrixHandle = glGetUniformLocation(program, U_MVMATRIX); uTextureUnitHandle = glGetUniformLocation(program, U_TEXTURE_UNIT); aPositionHandle = glGetAttribLocation(program, A_POSITION); aColorHandle = glGetAttribLocation(program, A_COLOR); aTextureCoordinateHandle = glGetAttribLocation(program, A_TEXTURE_COORDINATES); aNormalHandle = glGetAttribLocation(program, A_NORMAL); glEnableVertexAttribArray(aPositionHandle); glEnableVertexAttribArray(aColorHandle); glEnableVertexAttribArray(aTextureCoordinateHandle); glEnableVertexAttribArray(aNormalHandle); glActiveTexture(GL_TEXTURE0); glUniform1i(uTextureUnitHandle, 0); } catch(IOException e){ } } catch (Resources.NotFoundException nfe){ throw new RuntimeException("Resource not found: " + resourceID, nfe); } return 1; } public void draw(){ glEnable(GL_DEPTH_TEST); bindData(); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glDrawArrays(GL_TRIANGLES, 0, faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE); glBindBuffer(GL_ARRAY_BUFFER, 0); } public void bindData(){ int offset = 0; glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, offset); offset += POSITION_COMPONENT_COUNT_3D; glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); offset += COLOR_COMPONENT_COUNT; glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); offset += TEXTURE_COORDINATES_COMPONENT_COUNT; glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); glBindBuffer(GL_ARRAY_BUFFER, 0); ///////////////////////////////////////////////////// /* vertexBuffer.position(0); glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer); colorBuffer.position(0); glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer); textureCoordBuffer.position(0); glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer); normalBuffer.position(0); glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer); */ } public void createVertexBuffer(){ glGenBuffers(1, vertexBufferObject, 0); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glBufferData(GL_ARRAY_BUFFER,numberOfVertices * (POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT + NORMAL_COMPONENT_COUNT) * BYTES_PER_FLOAT, null, GL_STATIC_DRAW); int offset = 0; glBufferSubData(GL_ARRAY_BUFFER, offset, numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer); offset += POSITION_COMPONENT_COUNT_3D; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer); offset += COLOR_COMPONENT_COUNT; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer); offset += TEXTURE_COORDINATES_COMPONENT_COUNT; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer); glBindBuffer(GL_ARRAY_BUFFER, 0); }  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!