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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.

Sagaceil

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  1. From the album 8Suns

    It's always better to fight with a bro.
  2. From the album 8Suns

  3. From the album 8Suns

  4. From the album 8Suns

  5. From the album 8Suns

  6. From the album 8Suns

  7.   It seems like strings are created from function, then you getting c_str of them. Now strings are destroyed, but pointers are still in use. Try to do something like: const std::string vertSource = FileUtils::read_file(m_VertPath); const std::string fragSource = FileUtils::read_file(m_FragPath); // ... glShaderSource(vertex, 1, &vertSource.c_str(), NULL); // same for fragment // ... This way, strings are remaninbg for whole function scope and keeps valid c_str pointers.
  8. When Im importing textures to engine, Im doing offline compression using close fit range compression. So I have to ananlize whole 4x4 blocks as an input. When loading textures , they are in compressed format arleady, and the last mipmaps are stored as a raw RGB(A) data.
  9. Ok, solved.   I'm uploading compressed mipmaps using glCompressedTex* ( mipmaps with size >= 4px ) and using glTexImage* with GL_COMPRESSED_RGB(A) for lower mipmaps.
  10. So actually theres no way to use compressed textures and use lower size than 4px. I supposue that compression require 4x4 px blocks to be compressed.
  11. Is it posible to use both compressed and uncompressed texture data when uploading mipmaps for texture ? I'm working on better streaming system for textures with seamless transition beetwen mipmap lvl's.  So far so good. Everything working fine untill I'm uploading non compressed data using glTexImage. I'm setting GL_TEXTURE_MAX_LEVEL to the last (1x1) mipmap index but it seems that texture gets uncompletness when that happen. I'm forced to set GL_TEXTURE_MAX_LEVEL as the last compressed mipmap and then it works. My question : bcoz glTexImage doesnt return any GL Error, is it possible to use non compressed data with compressed in another mipmaps ( compressed data works great when te resolution is >= 16, i need <16 texture mipmaps to avoid aliasing ).   Thanks for any help ! :)
  12. OpenGL

    I'm using AllegroGL to initialize the window. GUI is rendering afret whole 3D part, and then my own mouse curosor onto the main framebufer. Flip at the end. I tried to find all chain of functions that are call when window init. But theres no entry about hiding coursor in full screen. Heres these functions : http://www.codase.com/search/showtext?file=L2dlbnRvbzIvdmFyL3RtcC9yZXBvcy9jb2Rhc2UuYy9hbGxlZ3JvZ2wtMC4yLjQvd29yay9hbGxlZ2dsL3NyYy93aW4uYw== 1) allegro_gl_win_init_fullscreen 2) allegro_gl_win_init I'll try to make some experiments to force ShowOsCuros after every Flip.
  13. Hello, I have some quick question. I'm trying to create a mouse cursor under fullscreen mode of OpenGL. I've seen that many games ( usually MMO's ) have a OS cursor system in fullscreen mode of the game - thats why it hase independedt thread of mouse rendering and it has all features like acceleration, speed set up in system. Another advantage is that fps doesnt affect of the refreshing mouse cursor. Is it possible ( and how , if not regular API ) to create a fullscreen OS mouse cursor. ( tried to use ShowCursor, LoadCursor etc, but it seems not to work propertly ). Thatnks for any answers.
  14. Done: [img]http://img194.imageshack.us/img194/179/screen4ui.png[/img]