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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.

gemini_

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  1. So two scenarios:   1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture buffer and compute the transform matrices in the shader.   2. Compute all transform matrices for each sprite on the cpu and store them in a uniform buffer.   Both would involve instancing. Which one would give the best performance?
  2. Going to go with the hierarchy then, it makes more sense when concatenating transforms and handling animation. @L. Spiro: nice article, I'll definitely use it as a source when I get my feet on the ground with this. @phantom: Yeah I figured doing all that processing at run time would be too slow, basically I'm creating a command line tool that parses models and spits out a binary representation that I can just load directly into memory and throw in a vertex buffer. I plan to include a header at the beginning of the file that specifies all the sizes of the different structures. As far as materials go is it just storing the shader constants and texture file names?
  3. Right now I'm working on an FBX importer for my rendering engine. Everything is going pretty well but I was wondering what the best practices are for storing meshes in general . The way FBX works is that one file can contain multiple mesh parts that make up the whole "model", my instincts tell me to store it as a hierarchy in a graph structure, which is how they're originally stored in the file. Is this the pretty much the way to go, are there any alternatives?