• 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.

venkatdoss

Members
  • Content count

    7
  • Joined

  • Last visited

Community Reputation

179 Neutral

About venkatdoss

  • Rank
    Newbie
  1. Hi all,              I am using EGL partial update functionality in my application. Is there anyway to check or measure texture memory bandwidth.It will be really  helpful if any one can share code snippet to measure texure memory bandwidth.   Thanks in advance,
  2. Thanks for reply.   If that is the case then how we can ensure that GPU commands issues from different process have finished or not.   Is any other solution.I need to trace all the GL calls in sequence,my application can be mutithreaded or multiprocess application.
  3. Dear Folks,           I am new  to glFence and glWaitsync commands.I looking for help in GL calls synchronization in multiprocess application.   I understood to use glFence and glWaitSync commands in multithread application.But my query is how we can    make use of these sychronization commands in mutiprocess application.Say, how process B will sync with object    created in Process A.   Thanks in Advance
  4. Hi folks,          Is there any way to identify the pattern stored in the buffer (say VBO) from the call glVertexAttribpointer.   Whether it has pattern of   1) Vertices+ Normal +Color                           (or)             2) Normal + Vertices + Color              (or)    3) Color + Vertices + Normal ...   Need this information to reply GL API sequence.   Regards, Venkatesh
  5. Dear All, Can anyone answer to above question.. please guide me .. am badly struck,dont know how to proceed.. 1) how i can create my pixmap using openGL ES 2.0 without X11 support.please provide me your ideas and suggestion 2) whether it is feasible if not why??? 3)What could be alternate solution to fix this issue.. Thanks in Advance,
  6. Dear All, I am here with some basic question,regarding EGL surface creation.Currenly i am working on the composition part but unfortunately my os (custom) doest have a support to create a pixmap.Sorry i am in basic level in terms of surface composition.Please let me know whether my approach is right??? [source] pixmap_ = XCreatePixmap( dpy, window, size_.width(), size_.height(), gwa.depth); [/source] But unfortunately the above call i cant use because i dont have X11 support. so could any one please guide me how to overcome this issue to create a pixmap through openGL ES 2.0.Right now my implementation for linux is as follows [source] pixmap_ = XCreatePixmap( dpy, window, size_.width(), size_.height(), gwa.depth); image_ = eglCreateImageKHR( edpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, reinterpret_cast<void*>(pixmap_), NULL); glGenTextures(1, &texture_); GLint current_texture = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); glBindTexture(GL_TEXTURE_2D, texture_); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image_); glBindTexture(GL_TEXTURE_2D, current_texture); [/source] So i am struck up with XCreatePixmap..please let me know how we can create pixmap through openGL ES 2.0 rather than depending on native calls.