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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.

anstmich

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  1. Hi all, I have a quick question regarding the computational costs of different methods of rendering a large set of points. Consider, for example, that you were trying to deform a solid on a per-point basis. I can think of two options for managing the deformation: 1) render each point one at a time, pushing and popping a new matrix containing the necessary translation information for each individual, pre-allocated point, or 2) calculate the new point positions, generate values locally, and then resubmit the vertex data to the gpu. Which of these methods would ultimately yield the best performance? My gut feeling is that the second method is more likely to be "correct" however I fear that resubmitting a large number of points regularly could be bad. Are there any other methods for manipulating vertex data efficiently?
  2. Hi all, I am trying to add multisampling in order to smooth out lines/polygons. From what I have read, using: [code] SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); [/code] in between SDL_Init and SDL_SetVideoMode and enabling line hinting/smoothing should be enough to produce some nice antialiasing. Unfortunately, when the two lines above are added, my program segfaults on the first call to glGenBuffers(). I have glew set up to load the extensions and everything works fine without these two lines. The two relevant methods: init(): [code] int init(int width, int height, bool fullscreen) { if(SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); //SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); screen = SDL_SetVideoMode(width, height, 32, fullscreen? SDL_OPENGL | SDL_FULLSCREEN : SDL_OPENGL); // set up 2D drawing glEnable(GL_TEXTURE_2D); glClearColor(MAIN_BG_COLOR, MAIN_BG_COLOR, MAIN_BG_COLOR, 1.0f); glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, width, height, 0.0f, -1.0f, 1.0f); glEnable(GL_MULTISAMPLE); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST ); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST ); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_BLEND); // Enable Blending glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GLenum err = glewInit(); WinAttributes::WIN_WIDTH = width; WinAttributes::WIN_HEIGHT = height; WinAttributes::V_PIX = 1.0f/double(height)*2; WinAttributes::H_PIX = 1.0f/double(width)*2; return err; } [/code] and The object initialization: [code] void Button::addToScene() { // store the vertex data in memory glGenBuffers(1, getVertexBuffer()); glBindBuffer(GL_ARRAY_BUFFER, *getVertexBuffer()); glBufferData(GL_ARRAY_BUFFER, getNumVertices()*sizeof(GLfloat)*3, getVertexData().get(), GL_STREAM_DRAW); // store the color data in memory glGenBuffers(1, getColorBuffer()); glBindBuffer(GL_ARRAY_BUFFER, *getColorBuffer()); glBufferData(GL_ARRAY_BUFFER, getNumVertices()*sizeof(GLfloat)*4, getColorData().get(), GL_STREAM_DRAW); } [/code] [code] getVertexData().get() returns [/code] returns a GLfloat array that contains 360 vertices that constitute a button shape (two separated hemispheres). I have tried searching for other cases of this occuring, however I haven't found anything relevant. Also, excluding the calls to SDL_GL_SetAttribute() eliminates the error, however line and polygon smoothing appear to have no effect (the lines are all jagged). Any ideas? Thanks a lot! Andy