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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 Limedark

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  1. OpenGL

    [quote name='swiftcoder' timestamp='1330823583' post='4919034'] You should just just be able to allocate a texture with an internal format of GL_DEPTH_COMPONENT, and call glCopyTexSubImage2D to copy the contents of the depth buffer into that texture. After that, you can render a fullscreen quad with the texture, or whatever else you want...[/quote] This looks like exactly what I was thinking. However, I cannot find the proper code for it, and I fear guessing it from scratch will end in utter failure (I am not a veteran). Is there an example or perhaps even a tutorial of this exact method somewhere? [quote]However, unless you are restricted to an ancient version of OpenGL, I would recommend using an FBO (Frame Buffer Object), to render the depth buffer directly to a texture in the first place. Or even a shader, to render the z coordinate into the colour buffer, and save having to render multiple passes at all. [/quote] Partly due to my not being veteran, but also because of a long and boring story about what I'm doing (which I'll spare you), I would like to at least try without FBOs or shaders first, if there is a way?
  2. OpenGL

    The buffer copy or swap is something I've looked at, but found no syntax on. If anyone has the slightest thread on this, I'm all ears! The fog is not going to do it, since it is not just to fake the look, it's an actual depiction of distances that I need :-/ However, the basic idea miiiight have something to it, if I can find no other option...
  3. OpenGL

    I'm not using shaders. I thought that since the Z-buffer exists somewhere (I assume, or things would overlap, and my clearing the depth buffer would affect nothing), I should be able to simply(??) swap it for the color buffer. I clear the two things in the same line (glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)), so they should be using similar logic... or am I making wild assumptions?
  4. Well, the question is very simple, so I hope that the answer might also be (I am going for "glass half full" mentality): I want to see my OpenGL graphics rendered not by their color or textures, but by their z-buffer value. I.e. closer pixels are darker, distant are brighter (or vice versa if easier). Like this image from Wikipedia: [url="http://en.wikipedia.org/wiki/File:Z_buffer.svg"]http://en.wikipedia....le:Z_buffer.svg[/url] (the lower one, of course). I already have the code to draw the things I want, but it draws it in color and textures. I want to see the Z-buffer instead. What are my options?
  5. (Edit: No worry, I found the answer. And the answer is "I'm dumb" :-P I'll see if I can delete this silly question and save face :-D ) Hello, I came to this place from Neon Helium's excellent lessons/tutorials, and if someone here can help me even a fraction of how much the NeHe page has, I will be forever grateful, and humbled :-) I am dabbling with one of the few non-NeHe sources I have located for a project of mine. It deals with PBuffers: [url="http://www.codesampler.com/oglsrc/oglsrc_7.htm"]http://www.codesampl...rc/oglsrc_7.htm[/url] (I use the version #1 code they have). I have made it work, and it works rather nicely, but a problem remains: When I use my dynamically updated texture (the one that is derived from the pbuffer), the alpha background becomes non-alpha, a flat surface using the color of the window (i.e. not the pbuffer) for background. If I reduce pbuffer glClearColor's alpha, it simply blends the two set background colors together, it does _not_ make the dynamic texture transparent :-( All other texture alphas work without any problems. It's only the dynamic texture, and I do not know why... I will spare you the entirety of my setup, but this is the basic settings for the main window: [code] glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.5f, 0.75f, 1.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); [/code] ... and this is what the pbuffer works with: [code] glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(1.0f, 1.0f, 1.0f, 0.4f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); [/code] I'm not skilled enough to do anything more elegant, but it has taken me pretty far, and I would love it if something or someone could let me go farther, by helping me enable dynamic texture transparency! For anything you may think, thanks in advance :-)
  6. Great, I am sure it will many happy And don't worry about the hovers, they are not a matter of life and death, the site is fantastic both with and without. But they are indeed icing on the yummy cake ;) Thank you for a marvelous site, keep up the excellent work!!!
  7. I'm a big fan, and happy to see the site is still active, considering how long these lessons have been my guiding C++ light! One thing, people who use Dev-C++ get a 404 when clicking lesson download. Seems a pesky "/data/lessons/" got pasted in between 'de' and 'vc' in the whole bunch Also, would you consider having the lesson names appear when mouseovering the list on the main page? That was a really great feature of the old site. Other than that, you guys/gals rock, bigtime ;D Limedark