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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 yilatil

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  1. I'm not very sure if this is the right forum or should I post it to mobile development forum but I believe it's an OpenGL based problem. I wrote some opengl code with C on windows, fully compatible with OpenGL ES. So without any changes (except a couple of context creation code) it worked on ios perfectly in terms of compilation, but has some problems with the result produced. I can say the code has no problem because it works as it should on windows but it looks weird on ios. It is like the polygons on the side that is close to camera are like not drawn. They appear as I rotate the object and another set vanishes. Here is a comparison image; [img]http://i.imgur.com/mrUiE.png[/img]
  2. Thanks for the reply. Here is a quick second question: What is the best definition for the objects in nodes? for example should I form the tree as a tree of meshes or tree of triangles or simply in vertex level? and how far should I go with the nodes? I believe detailing the tree as 1 vertex per node could lead a huge tree with huge iteration time..
  3. I have a question about space partitioning related culling/collision det. systems; As you know a camera transformation, therefore the frustum, can change nearly every frame. so, should I rebuild my for example octree in every frame? isn't this a bit expensive?
  4. guys I can't say I'm completely noob. I know how to do a lot of stuff with opengl 4.0 feature parity but I've got some problem with fundamentals of opengl. can anyone explain what are these terms stand for and how are they working exactly in opengl: - server states / client states (especially difference of these 2 in practice) - async (as in pbo's for async texture loading or glFlush's role etc.) thanks in advance