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      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.


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About masterball

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  1. I can't find any real difference between a "Factory" design pattern vs. a "Factory Method" design pattern.   Are they essentially the same thing, but a "Factory Method" implementation provides an interface to an existing implementation of a "Factory" design pattern?   Note this question has nothing to do with an "Abstract Factory" design pattern.
  2. As a rookie/indie dev/hobbist, are the videos from the GDC Vault worth paying the yearly subscription fee?  Will I learn anything worth the roughly~$500 fee?   I know you can get access for free with certain purchased passes to the GDC event, but I don't feel I'm at the level to yet attend.   I know some of the videos are up on a youtube channel.  I've seen a few and have learned a bit     My fear is that they've already put the _good_ videos from the Vault onto youtube, and paying for full access would leave me with out-dated and irrelevant videos.     edit:  removed redundant comment
  3. I'm in the same boat, graduated 10 years ago with a BS in Computer Science.  I made dinky games with DirectX in college but I want to start making them again with higher quality as a hobby or indie dev.     I saw a demo of how to create a game in Unity and was surprised at how easy it is to make games now.  I know how to program, that isn't the issue.  I want to know the architecture, pipeline flow, design patterns, etc.   Would anyone be able to recommend some public or open source games we could look at and study?   Perhaps we could take one and have a discussion.  Newbs can as questions about the architecture and experts could chime in about strengths, weaknesses they see in the code base, etc.
  4. Found it, it's because I had glEnable(GL_DEPTH_TEST) set.
  5. I tried drawing the text first, and then the quad and it fixes to problem.  But, I still have no idea why doing it backwards renders it correctly.
  6. Hi,   I'm drawing a white quad and then rendering some text over top of it using glutBitmapCharacter, but the text is being covered by the quad.  Does anyone know why?  Given the order I do the rendering, the text should be on top of the quad.   void renderBitmapString( float x, float y, float z, void *font, char *string) { char *c; glRasterPos3f(x, y,z); for (c=string; *c != '\0'; c++) { glutBitmapCharacter(font, *c); } } ... ... ... glPushMatrix(); glColor3f(0.9f, 0.9f, 0.9f); glBegin(GL_QUADS); glVertex3f(-100.0f, -100.0f, 0.0f); glVertex3f(-100.0f, 100.0f, 0.0f); glVertex3f( 100.0f, 100.0f, 0.0f); glVertex3f( 100.0f, -100.0f, 0.0f); glEnd(); void *font= GLUT_BITMAP_8_BY_13; glColor3f(0.9f, 0.0f, 0.0f); renderBitmapString(30,15,0,font,(char *)"GLUT Tutorial @ Lighthouse3D");    
  7. Greetings,   After binding a texture, is it possible to free the image memory and still be able to use the texture?  For example:   int LoadGLTextures() // Load Bitmaps And Convert To Textures { int Status=FALSE; // Status Indicator // Load The Bitmap, Check For Errors. if (LoadTGA(&texture[0], "Data/Uncompressed.tga") && LoadTGA(&texture[1], "Data/Compressed.tga")) { Status=TRUE; // Set The Status To TRUE for (int loop=0; loop<2; loop++)// Loop Through Both Textures { // Typical Texture Generation Using Data From The TGA glGenTextures(1, &texture[loop].texID); // Create The Texture glBindTexture(GL_TEXTURE_2D, texture[loop].texID); glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); if (texture[loop].imageData) // If Texture Image Exists { free(texture[loop].imageData); // Free The Texture Image Memory } } } return Status; // Return The Status }    
  8. I am unable to convert lesson 33 to use glut instead of that clunky windows API. Does anyone have a working copy of Lesson 33 with Glut? Thanks!
  9. [quote name='denebo' timestamp='1299297553' post='4781975'] Are you swapping the buffers? [/quote] no, this fixed it, thanks!
  10. On setting [b]glutInitDisplayMode(GLUT_SINGLE),[/b] I am able to see stuff that I have rendered, but when switching to[b] glutInitDisplayMode(GLUT_DOUBLE)[/b], my window is blank. Is there a step I'm missing when switching to double?[b] [/b]
  11. Greetings, While working with NeHe #33 tutorial, I tried setting glMatrixMode(GL_PROJECTION) with some standard resolutions, (0, 800, 0, 600), etc. However, when I invoke this call in the init portion of the code, the rotating sprites disappear. I have no idea how what the coordinates correspond to, when rendering the GL_QUADS. Would anyone be able to show me how to set this up whilst having the glMatrixMode set to GL_PROJECTION?