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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 gdmarkou

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  1. Same here. After a long journey through desktop managers (Unity, KDE 4.8, Gnome 3 -nononononoNO-, XFCE) when I saw Mint and cinnamon I felt like "home sweet home"  
  2. If you are developing in native code (not java) and you are in for a little extra work, this is what I do (and suggest) : Use an OpenGL ES emulator library for windows/linux/whatever you use (like http://www.malideveloper.com/opengl-es-20-emulator.php or libgles2-mesa-dev on linux) and make your game cross-platform (just for testing). Once you get there, it's much easier to test ANY resolution on a desktop environment (just resize your game window and check the output).
  3. Yes, it's working now. Thank you again.
  4. Hey, thanks. I can't check this right now, I will test it on Monday and post the results.
  5. [quote name='bennettbugs' timestamp='1325208877' post='4898005'] i just need to have the gui become a color only buffer so i can use the depth buffer for the model. [/quote] Then just disable depth write while drawing gui ( glDepthMask(GL_FALSE); )
  6. [quote name='Jeremy Harmon' timestamp='1324398766' post='4895761'] I'm able to re-produce this problem on my machine using GCC 4.6.1. This bug is created by some change in GCC's optimization since v4.4.1 since that works with optimizations. [/quote] So, this is one of the very rare cases that we should blame the compiler? I feel so lucky... By the way, i've tried some workarounds found on fourms around the web but nothing worked. Like, changing the asm ("...") statement to asm volatile ("...") or asm __volatile__ ("...") did nothing. Anyway, thanks for the reply.
  7. I'm using gcc 4.6.1 under linux. I've tried both the sdk from angelcode.com (2.22.0) and the latest revision (1080). Without optimizations everything runs fine. With optimizations (O1,2,3 doesn't matter) I recieve a segmentation fault from CallCDeclFunction() in as_callfunc_x86.cpp and this specific line : [code]"movl 12(%ebp), %eax \n" [/code] (looking up the registers, both ebp and eax are 0) The only solution I have (besides no optimization at all) is to build every file with -O2 and build as_callfunc_x86.cpp without optimizations, then link. This way everything seems to work fine. Other suggestions ?
  8. You are looking for glColorMask Drawing to depth buffer only. Your code should look like : [code] glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); //disable write to color-buffer glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // or whatever //render everything glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable write to color buffer [/code] For resetting the alpha channel only : [code] glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); //only write to alpha glDisable (GL_DEPTH_TEST); glDepthMask(GL_FALSE); //Render a full-screen quad with alpha=whatever you want [/code]
  9. The following code works just fine for me, even for a = 200000. So, the next questions are: a) What do you mean with "the shader freaks out" ? Doesn't compile? Incorrect result? b) are you sure you are setting a value to u_texCount? c) What's your hardware? [code] attribute vec3 in_pos; attribute vec4 in_color; varying vec4 v_color; uniform int a; uniform mat4 gc_mvp_matrix; void main () { v_color = in_color; for (int x = 0; x < a; x++) { v_color.r += 0.01; } gl_Position = gc_mvp_matrix * vec4 (in_pos.x, in_pos.y, in_pos.z, 1.0); } [/code]