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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.

spriggan

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  1. Hello, when I pause the music in my game by calling alSourcePause and then resume by calling alSourcePlay, the music plays at a seemingly slower speed, further pauses slower it further until eventually playing it at the original and correct speed. Does anyone know what would cause this to happen? My game is using one explicit thread and is win32 based. Thank you.
  2. Hello,   When I try to create more than one Frame Buffer Object, I get the GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER error.   Here is the code:   //-----------------------------------------------------------------------------------------------------   // Generate frame buffer index glGenFramebuffers(1, &m_uFramebufferIndex);   // reading and writing to frame buffer glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)m_uFramebufferIndex);   // create texture for rendering TextureMan_Get()->CreateTexture(puTexId, uXRes, uYRes); m_uTexId = *puTexId;   // attach texture to frame buffer glFramebufferTexture2D(GL_FRAMEBUFFER, (GLenum)uAttachmentIndex,GL_TEXTURE2D, (GLuint)m_uTexId, 0);   if (bDepthBuffer) { // The optional depth buffer glGenRenderbuffers(1, &m_uRenderbufferIndex); glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)m_uRenderbufferIndex); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, (GLsizei)uXRes, (GLsizei)uYRes); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, (GLuint)m_uRenderbufferIndex); }   // check frame buffer uint32 uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);   if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) { assert(0 && "Frame buffer attatchment is incomplete"); }   else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) { assert(0 && "Frame buffer missing attachment"); }   else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) { assert(0 && "Frame buffer lacks draw buffer"); }   else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) { assert(0 && "Frame buffer lacks read buffer"); }   else if(uStatus == GL_FRAMEBUFFER_UNSUPPORTED) { assert(0 && "Frame buffer not supported on this system"); }   else if(uStatus == 0) { assert(0 && "Frame buffer has unknown error"); }   The code exits the function and updates the draw buffers table below   // Set the list of draw buffers. glDrawBuffers(m_nNumRenderTargets, m_uColourAttatchments);   // unbind FBO glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindRenderbuffer(GL_RENDERBUFFER, 0);   //-----------------------------------------------------------------------------------------------------   Thanks for any help.          
  3.   Allow me to rephrase: A) By what metric are you comparing "engineers" by which to be able to rank them against each other? B) What fields of study do you consider to encompase "engineering"? Should it cover only fields that require certification as an engineer, or are you using the less rigorous version of the term that essentially means "person who makes things"?   So no, dictionary definitions most definitely won't suffice.     A) It's open ended, but you can use influence, industriousness, inventiveness or any metrics you wish. B) Less rigorous
  4. "A) what do you mean by "best" B) what do you mean by "engineer"?"   Dictionary definitions should suffice.
  5. "Unless you have actually worked with the person you have no way to judge."   I know, this is not meant to be rigorous or particular precise, I'm just looking for opinions.   "as far as John Carmack goes, he's a regular hacker"   I disagree strongly with this statement. Carmack has been a pioneer in the field of real time graphics. His graphic engines have practically been the state of art for the last 20 years.   "Also, what are you comparing?"   Nothing in particular, just looking for opinions, like I said previously I'm not looking to be rigorous.
  6. Personally, I think it is a toss up between John Carmack and Elon Musk. Both of them are extremely impressive, their resumes speak for themselves.
  7. Hello, I am using bitmap fonts in my opengl application. The IDE I am using is Visual studio 2008 express edition. The problem I am having is as follows. When I run the release executable outside of the IDE the text that uses bitmap fonts doesn't appear. I don't have this problem with the debug build or the release build when running it through the IDE. I tried putting the font inside the folder with the release executable in it but that didn't work. The font I am using is Arial. Thank you.