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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 SilverCoder

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  1. From the album Fox&Chicken

    © living liquid software gmbh

  2. From the album Fox&Chicken

    © living liquid software gmbh

  3. From the album Fox&Chicken

    © living liquid software gmbh

  4. From the album Fox&Chicken

    © living liquid software gmbh

  5. From the album Fox&Chicken

    © living liquid software gmbh

  6. From the album Fox&Chicken

    © living liquid software gmbh

  7. From the album Fox&Chicken

    © living liquid software gmbh

  8. From the album Fox&Chicken

    © living liquid software gmbh

  9. A classic board game returns! As the game name “Fox&Chicken” indicates two clever Foxes try to mess on the game board with 20 Chickens. But let's wait and see if that is actually a good idea as the Chickens might be just as wily as the cunning fox if they play their moves rights. Available for iPad and iPhone/iPod. [url="http://itunes.apple.com/app/fox-chicken/id449098724?ls=1&mt=8"]App Store link[/url] [url="http://www.facebook.com/pages/FoxChicken/165530573518065"]Visit us on Facebook[/url] [url="http://www.foxandchicken.info"]Homepage[/url] We are working on the Game Center integration to provide an online multiplayer mode. [url="http://imageshack.us/photo/my-images/189/iphone01.png/"][img]http://img189.imageshack.us/img189/813/iphone01.th.png[/img][/url][url="http://imageshack.us/photo/my-images/202/iphone02.png/"][img]http://img202.imageshack.us/img202/3551/iphone02.th.png[/img][/url][url="http://imageshack.us/photo/my-images/263/iphone03q.png/"][img]http://img263.imageshack.us/img263/2857/iphone03q.th.png[/img][/url][url="http://imageshack.us/photo/my-images/215/iphone04.png/"][img]http://img215.imageshack.us/img215/6315/iphone04.th.png[/img][/url] [media]http://www.youtube.com/watch?v=qBye9-HJjcE[/media]
  10. hi, i am doing this way 1.) render scene depth to a texture ( seperated texture because i use it also in other post process shader ) 2.) render scene to a texture 3.) blur the scene texutre 4.) in a pixel shader blend the normal and the blurred scene according to the depth information. gl_FragColor = mix( sceneColor, blurColor, saturate( focusRange * abs( focus - depth ) ) );
  11. Quote:@SilverCoder: you cheated ;-) oh you've got me there ;)
  12. Quote:1. I know that (at least in some forms) shadow volumes have to draw the shadow onto a texture and then stretch it out over the entire screen. shadow volumes extrude the corresponding edges of shadow casting objects http://en.wikipedia.org/wiki/Shadow_volume Quote:do shadow maps use this approach? you render the scene from the light pov and then when you shade your scene you test the pixel depth against the light depth texture to determine if a pixel is in shadow or not. Quote:do they map the texture onto the objects themselves you can do this during normal shading or as a post process. for example if you already need a scene depth texture, then you can realize it as post process. or you implement it in your shader. Quote:Do shadow maps require use of the stencil buffer at all no Quote:Can the texture that the shadow map is on be blurred with a simple gaussian blur? yes, you can do everything you want with it to clarify: it depends if it is the shadow map ( scene depth from light pov ) or the result of a post process with the shadow map projected onto the scene as Harry Hunt describes it. [Edited by - SilverCoder on November 7, 2007 9:12:19 AM]
  13. hi use the kbhit() function ( defined in <conio.h> ) if(kbhit()) { char c = getch(); switch(c) { ... } }
  14. hi, e.g. create a static RoomManager class which stores the room instances. public static RoomManager { static Dictionary<int, room> m_Rooms = new Dictionary<int, room>(); public static int Addroom( room roomInstance ) { static roomId = 0; m_rooms[++roomId] = roomInstance; } public static room GetRoom( int roomId ) { return m_Rooms[roomId]; } } then somewhere in your code write room = RoomManager.GetRoom( 1 );
  15. hmmm... it should be possible to do it in one pass. simply compare the output of a shader which do it in one pass and another one doing it in 2 passes. one important thing is that your input texture is not the target texture you render to. this will end in an incorrect output because you are writing to the texture while you are reading.