• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

136 Neutral

About mrmurder

  • Rank
  1. Thanks for the help! It was indeed the depth buffer clear set to 0.. Thank you so much, you just released me from a day of pain looking for this problem!
  2. thanks hodgman for the info. I thought it would be something with soft bodies but have no idea on how to simulate hard surfaces as iron walls. did some tests with verlet integration and high iterations but didnt get even close also because the relax state of a surface, that in the iron case needs to change as it gets hits and more hits. i'll see if i can find any info that can help me on dmm page. thanks again, if you have any other relevant info please let me know
  3. Hello all, I'm having an awkward problem and haven't been able to solve this yet. I am rendering a basic random point cloud using VAO's, VBO+IBO, glsl 1.5, etc. The problem is that i can render everything just fine when disabling DEPTH_TEST or setting DepthFunc to GEQUAL or GREATER. this is not what i wanted. i need the depth buffer to be using LESS or LEQUAL. anyone have any idea why this could be happening? When using GREATER the point cloud shows up on screen (not sorted correctly but thats because of the depth func, it's inverted). When using LESS or LEQUAL nothing shows up on screen.. here's my render states: [CODE] glFrontFace( GL_CCW ); glCullFace( GL_BACK ); glEnable( GL_CULL_FACE ); glDisable( GL_BLEND ); glDepthFunc( GL_LEQUAL ); glDepthMask( true ); glEnable( GL_DEPTH_TEST ); [/CODE]
  4. Hello all, We all know how to generate a cloth textile surface or atleast how it could be simulated and interact with it. Now i was thinking what about a metal/iron surface? I wanted to be able to have a wall made of iron and based on hit strength it should deform. We see this effect alot in movies when someone closes a door on some stronger monster. Would anybody have any idea on how to simulate this? Thanks in advance
  5. Hey all, Anyone had problems with directives in GLSL under GL3.2 context before ? I'm trying to use Texture Buffer Objects in my application on GLSL 1.5 shader but i keep getting these errors telling me its not supported [CODE]WARNING: 0:3: extension 'GL_EXT_geometry_shader4' is not supported WARNING: 0:4: extension 'GL_EXT_gpu_shader4' is not supported ERROR: 0:33: Call to undeclared function 'texelFetchBuffer [/CODE] Im using the new macbook pro with nvidia 650m so it shouldn't be a problem. Also checking for the extension it tells me they exist, so why would the shader complain when i try to enable them ? Any ideas ? Thanks in advance
  6. Hey MJP, The hardware is dx10+. currently I'm sending 2 vec4 along with the vertex layout, e.g. TEXTURE2, TEXTURE3 that gives me 8 bones influences plus 2 others for indices. Would there be a better way to do this? in a way i could save the 4 texture units?
  7. Hey Wayoff, After posting it came to mind that i could send another pack of 4 components. I will give this a try and see how this works out! thanks for the reply!
  8. Hello, i would like to hear from anyone who have ideas on how to implement gnu skinning with more than 4 bones. i've been working with 4 bones per vertex but now i would like to know if i could remove this limitation in someway? thanks in advance
  9. Look for Assimp library. Could be helpful
  10. Well it seems that even that the tessellation shaders compiled correctly they had problems. I was using in/out variables to pass data until the Evaluation Shader. Changed it to use gl_in and gl_out and now seems to be fine
  11. Hello there, I'm having a weird problem in my application. My programs link just fine when using only vertex and fragment shaders, but once i add the Control and Evaluation Shaders in i get a unknown error when Linking. Im using GLEW and creating a Forward Compatible Context with GL 4.1 This is the info i get from GL OpenGL Version: 4.1.10428 Core Profile Forward-Compatible Context GLSL Version : 4.10 GL Renderer : AMD Radeon HD 6750M Vertex shader was successfully compiled to run on hardware. Tessellation control shader was successfully compiled to run on hardware. Tessellation evaluation shader was successfully compiled to run on hardware. Fragment shader was successfully compiled to run on hardware. ERROR: First-chance exception at 0x69d7d918 in GL32Sample.exe: 0xC0000005: Access violation reading location 0x202c5d30. Link - Vertex shader(s) failed to link, fragment shader(s) failed to link, tessellation control shader(s) failed to link, tessellation evaluation shader(s) failed to link. unexpected error. unexpected error. unexpected error. unexpected error. The exception happens when calling this line ( after calling glLinkProgram(id) ): [CODE] glGetProgramiv(program_handle, GL_LINK_STATUS, &linkSuccess); [/CODE] According to gl errors after calling glLinkProgram i get no errors, but once i make that call it gives me a first-chance exception. Would anyone have any idea on why this is happening? Thanks in advance
  12. the only thing i see on why most people do transform light pos to tangent space is because they only translate lights.. normals are already in tangent space so the calcs are made in that space.. for world space you would have to convert all your normals.. implies alot more computation.. results should be the same
  13. hello, i need to write a animation library for my framework where i should support 3dsmax animations, using bones or using the biped included well my question is: what books do you find attractive about this topic. im thinking. i found Realtime 3D Character Animation, and seems like a good book but im not sure what it includes.. let me know what u think if u have it, or any other you tried.. thanks