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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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  1. Ok, thank you so much for your help!
  2. Right. And, just to know, is there a different blending function that automatically takes care of this?
  3. Thanks for your detailed explanaiton, Brother Bob. Setting this, for example: [code] glColor4f(1.0f, 1.0f, 1.0f, 0.85f); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); [/code] nearly produces the transparency effect I was expecting; I just miss one thing. As the cube is rotating, its sides change their position into the 3D space so, as they are repainted, some weird transparency behavior happens, like the back side being painted "over" the front side. It happens due to the order (always the same) in which the cube sides are painted in the DrawGLScene function, as the front side is the first in code, so every other side coming after will be painted over it. Am I wrong? In order to keep a "logic" transparency process while the cube is rotating, is there any other procedure different than calculating how sides should be repainted according to cube's position? Thank you again.
  4. I understand that these lines enable blending so translucency effect happens, but it seems that the alpha value just changes the brightness of the color. For example, in [url="http://nehe.gamedev.net/tutorial/blending/16001/"]lesson 8[/url], the blending enable code is like this: [code] glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full Brightness. 50% Alpha glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency[/code] If I set the alpha variable in glColor4f to 0.0f the cube becomes invisible, what makes sense as it should be completely transparent. However, when setting alpha to 1.0f, instead of having an opaque cube, it seems to be again 50% transparent but with lighter colors. I know that if I want to get opaque textures I just have to turn off blending (as it is shown in the same code of lesson 8), but what if I want to get a 33% or 85% transparency for example? Setting 0.33f or 0.85f in the 4th argument just makes the transparent cube lighter or darker, no effect on translucency at all. Probably I'm missing something but, as I said before, I'm a complete newbie and I would like to learn with this; that's why I'm asking [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]. Thank you so much for your help.
  5. Hi there, I'm new to OpenGL and I'm reading the NeHe's OpenGL tutorials which seem pretty easy to follow and very instructive. I have just read [url="http://nehe.gamedev.net/tutorial/moving_bitmaps_in_3d_space/17001/"]lesson 9[/url], "Moving bitmaps in 3D space", and there is one thing I don't understand. The program draws some stars which are defined with a specific color. Additionally, you can make them twinkle by pressing the 'T' key. Then, the colors of two different stars are mixed. What I don't understand is how these two colors can be mixed as they are defined for the star texture. I mean, when applied the colors for the two stars to be drawn, the two of them are defined with an alpha value of 255 (1.0f) (check the code below), which means the color should be opaque. So, if they are meant to be opaque, how can they be mixed? Should not the last star to be drawn overlapping the previous one? Any help would be really appreciated. Thank you. [code]... if (twinkle) { glColor4ub(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b,255); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); } glRotatef(spin,0.0f,0.0f,1.0f); glColor4ub(star[loop].r,star[loop].g,star[loop].b,255); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); ...[/code]