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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.


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About HermanssoN

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  1. Updated all the texturex, also added a menu. Got rid of all the "normal" activities.
  2. I made a fun little game with AndEngine, available (free) at the play store. Suitable for the whole family.   Hit the moving targets by tapping the display. Each target contains a letter, the goal is to hit letters that belongs to a given word and avoid those who do not. The targets will move faster if you score high enough. Good Luck! https://play.google.com/store/apps/details?id=com.hermansson.LetterHunt
  3. Hi. If you write this:   float number = 1/4; We know that 1/4 = 0.25, but we if use integers when dividing the reuslt will also be an integer. Integers can not hold decimal number, so it will round it to a whole number. e.g 0. If you type:   float number = 1.0f / 4.0f; now the operation will return a decimal number. to sum it up:   float f1 = 1/4; // f1 is now 0 float f2 = 1.0f/4.0f; //f2 is now 0.25
  4. Well, my problem might have been with glsl, not the glUniformMatrix4fv. I filled my matrix array with the identity matrix and sent all 40 of them to the shader. Since all matrices where the same I only used one, e.g g_skeleton[0]; The shader will now optimize away unused variables, e.g g_skeleton[1]->g_skeleton[MAX]. I did not realize this, I figured that if I used the g_skeleton variable all the uniforms world be "safe".   So when I sent my 40 matrices I overwrote my world, view and projection matrix. (this is my guess) This code will not cause the shader to optimize away g_skeleton[1]->g_skeleton[MAX] since I use a variable as index. position += (g_skeleton[index] * weight) * in_position   This code will: position += (g_skeleton[0] * weight) * in_position   I used my original code:   void Shader::setMatrixArray(std::string name, std::vector<glm::mat4>matrices) { glUniformMatrix4fv(m_uniformLocation[name], matrices.size(), GL_FALSE,(float*)&matrices[0]); Helper::logError("failed to set matrix array"); } And I seems to work just fine. Thank you for your help. Hope this post will help other to not do the same mistake. I am not particularly fond of this optimizing away functionality, for debugging purposes one might want to be able to  simply comment out the usage of one particular variable, and then everything might stop working.
  5. Yes, as I did in my first post.   void Shader::setMatrixArray(std::string name, std::vector<glm::mat4>matrices) { glUniformMatrix4fv(m_uniformLocation[name], matrices.size(), GL_FALSE,(float*)&matrices[0]); Helper::logError("failed to set matrix array"); } My inital quastion was if this way of doing it was valid.  
  6. I found a solution: Map the whole thing: bool Shader::addMatrixArray(std::string name, int size) { /* should not happen*/ assert(name.size() < 128); std::map<std::string,int> locations; for(int i = 0; i<size; i++) { char n[128]; sprintf_s(n, "%s[%d]", name.c_str(),i); int location = glGetUniformLocation(m_program,n); Helper::logError("Shader::addMatrixArray() failed"); locations[n] = location; } m_uniformArrays[name] = locations; //map that contans a map indexed by name :) return true; }   And setting the matrix array: void Shader::setMatrixArray(std::string name, std::vector<glm::mat4>matrices) { UniformMap map = m_uniformArrays[name]; int size = matrices.size(); int index = 0; UniformMap::iterator it = map.begin(); while(it != map.end() && index != size) { int location = (*it).second; glUniformMatrix4fv(location, 1, GL_FALSE,glm::value_ptr(matrices[index])); Helper::logError("failed to set matrix array"); index ++; it ++; } } If anyone knows a way to just uppload all tre matrices at once, pleas tell me This seems to work for now.  
  7. You migh have better luck if you post this in the "open gl" forum, or the "graphics programming and theory" forum. This is beyond the beginner level  :P
  8. GetTicks is the amount of millliseconds since the program started. if you in your update loop save the delta int time = GetTicks(); int delta = time - lastTime; lastTime = time; //last time is a variable that you save //move something 15 units per second in x float deltaSeconds = 0.01f * delta; //ms to sec myObject.x += 15 * deltaSeconds ; If you hve low fps delta time will be high, if the fps is high delta time will be low. Using delta time means the the the movent of myObject will be frame rate independatant.
  9. Hello. I am trying to uppload an array of matrices to my glsl shader. I don't think my way of doing it is the correc way:   void Shader::setMatrixArray(std::string name, std::vector<glm::mat4>matrices) { glUniformMatrix4fv(m_uniformLocation[name], matrices.size(), GL_FALSE,(float*)&matrices[0]); Helper::logError("failed to set matrix array"); } if I check my list of uniform locations using a break point i noticed that, the g_skeleton (the matrix array) varible has the same location as my projection matrix:     Is this normal?   They are declared like this in my vertex shader: #version 330 #define MAX_BONE_COUNT 40 uniform mat4 g_view; uniform mat4 g_projection; uniform mat4 g_world; uniform mat4 g_skeleton[MAX_BONE_COUNT]; etc....   And just to be thorugh, this is how i save my uniforms: bool Shader::addUniformVariable(std::string name) { int location = glGetUniformLocation(m_program, name.c_str()); Helper::logError("Shader::addUniformVariable() failed"); if(location == -1) { return false; } m_uniformLocation[name] = location; return true; } If I dont use the matrix array evrything works just fine.
  10. Ah, my bad. I was running it as a console proram. When closing the console by clicking on the 'X' button rather than pressing enter to exit program like the console asks you to do you get that error. I changed to GUI application now, it work's fine.
  11. Hi. I got the exit message: Process terminated with status -1073741510 in code::blocks. Didn't like tone of that message, so I created a SDL project with the wizard the commes with code::blocks, SDL being the API I'm using. The same exit message occurred. I ran the sample code that's autogenrated. Can I ignore that? I't does not acctually say error. I'm using GNU GCC and will be using C, not C++.
  12. I tried this: [code] int geModelLoad( const char* pFilename, geModel** pModel ) { *pModel = malloc( sizeof(geModel)); } [/code] and [code] int main( int argc, char *argv[] ) { geModel* pModel; geModelLoad( "player.md5mesh", &pModel); } [/code] But this time i got the same error already in geModelLoad when performing malloc what bother me most is that I could do this: [code] int geModelLoad( const char* pFilename, geModel* pModel ) { pModel = malloc( sizeof(geModel)); pModel->meshCount = 4; //NO ERROR!!! return 1; } [/code] how ever, I solved my problem by doing it like this: [code] int main( int argc, char *argv[] ) { geModel model; geModelLoad( "player.md5mesh", &model); int mc = model.meshCount; return 0; } [/code] and the library function [code] int geModelLoad( const char* pFilename, geModel* pModel ) { pModel = malloc( sizeof(geModel)); //lots of loading code.... return geTrue; } [/code] Why can't I send a pointer straight away, like my first atempt?? I't would have worked in C++, is it because of the new keyword and the fact that C is not object oriented? e.g it would only work with a class?
  13. Hi. I'm trying to learn C programming because it's the language we will use for a school project. this is what I am trying to do: I have a library I made with code::blocks, it's for loading a MD5 meshes. Does nothing else, SDL is how ever included for later use. The only function I use is: [code] int geModelLoad( const char* pFilename, geModel* pModel ) { // bunch of loading code, initializes pModel //prints information about meshes, vertices etc to the console, this works fine printModel( pModel ); return geTrue; } [/code] In my other project, where my library is linked, I load a model like this: [code] #include<SDL/SDL.h> #include "geModel.h" int main( int argc, char *argv[] ) { geModel* pModel; geModelLoad( "player.md5mesh", pModel); int mc = pModel->meshCount; <-- ERROR! geModelDebugPrint( pModel ); if( pModel != NULL) { geModelDestroy(pModel); } return 0; } [/code] Once the program has left the "geModelLoad" function I can't use anything in my model struct without geting segmention fault. I'm new to C programming, so I suspect that I need to set some compiler settings. I'm using: IDE: Code::Blocks (mingw installed) compiler: GNU GCC compiler linker options: -lmingw32 -lSDLmain -lSDL -mwindows I have no idea what's causing the error. If I do this I get no errors: [code] int main( int argc, char *argv[] ) { geModel m; m.meshCount = 3; return 0; } [/code]
  14. Thank's
  15. Hi. I've seen this book : http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119 It includes a lot of things beyond the math, like visibilty determination etc. How ever it's from 2002. Is there a similar book out there that is closer to 2010? I know that math is up to date in most books anyways, but there are maybe some tecniques that been added or improved since 2002.