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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 MoHammaD_93

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  1. Thank you guys, it's a positive answer which I wished, but... Why does this documentation say something that looks contrary: http://www.opengl.org/wiki/Performance#CPU_and_Bus_limits [quote]Bus bandwidth: There is a finite limit to the rate at which data can be sent from the CPU to the graphics card. If you require too much data to describe what you have to draw - then you may be unable to keep the graphics card busy simply because you can't get it the data it needs.[/quote]
  2. I only need a general approximation of the speed in order to be free-from-worry about performance, because I need to know how performance is affected by sending large bunches of data on every rendering cycle.
  3. [quote name='V-man' timestamp='1345941189' post='4973374'] The code looks fine. It is probably some system issue. BTW, what OS, gpu are you using. Do you have the latest graphics drivers? [/quote] Yes, thank you. Your view is basically right, I didn't change anything on my computer though. I tested the code on another PC and it went the way I want. I'll work on getting my PC on the right path. Thanks
  4. !!people?? I need your help.
  5. [quote name='JTippetts' timestamp='1345842076' post='4973117'] [quote] even though I used delay functions after and before glutSwapBuffers. [/quote] ... this statement makes me very uneasy. It makes me suspect you are doing something wrong; like, say, putting some kind of sleep() or busy-wait before and after swapping. Which probably isn't what you really want to do. [/quote] well, of course that's not what I want to do. but it's somehow for error-investigation sake, that is, I wanted to make sure that the drawing commands are complete. Here's my simple program: [CODE] #include <GL/glew.h> #include <GL/freeglut.h> #pragma comment(lib, "glew32.lib") #include <iostream> using namespace std; void display(void); void reshape(int w, int h); int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(1366, 768); glutCreateWindow("Tests"); glutFullScreen(); if( glewInit() != GLEW_OK){ cout << "Failed to initilize GLEW" << endl; return -1; } glutIdleFunc(display); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return 0; } void display(void) { GLclampf c = glutGet(GLUT_ELAPSED_TIME)/300.0; c = fmodf(c, 1.0f); glClearColor(c, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glFlush(); //glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, w, h); } [/CODE]
  6. My program is simple: Clearing screen with a color changing smoothly with time. I'm using freeglut, and no drawing occurs while using glutFullScreen and GLUT_SINGLE together. (neither glFlush nor glFinish made it work) A second phenomenon is that using GLUT_DOUBLE does my intended drawing but produces FLICKERING, even though I used delay functions after and before glutSwapBuffers. The second case is also a problem that I need to solve. .. thanks in advance ..
  7. Hi people I have a laptop with two video cards, but I don't know that much about the laptop's internal structure regarding these cards. The problem is that laptop monitor is connected to the card of much lower capabilities(64MB dedicated memory) vs the unused one (512MB) The questions is: can I connect the LAPTOP monitor to the other card? Details: HP ProBook 4530s i5 laptop Thanks
  8. Hi guys, I'm Mohammad from Palestine,, and it's my first post in this great forum hoping you welcome me : D I want a funcion in DX that gives the real size(width and height) of a Texture. Don't say GetLevelDesc, sorry! But it gives the size that is power of 2 Thx in advance Bye