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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 parklife

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  1. It should work just fine, although VB.NET isn't the most popular game programming language today I believe it's a good way to get started at least. As for game programming books, I'm not sure.
  2. I would recommend against going to a game development specific degree, as a computer science degree surely will give you a broader understanding of the topic. Just because you won't be taking courses directly aimed at game programming does not mean you can't apply the knowledge you get at cs to game programming.
  3. Are you sure Scene_Objects[i]->GetRenderInformation(); returns a valid MS3DModel pointer? Is there any extra information in the MS3DModel your could look at using a debugger to determine if it is valid? Other than that, it's hard to tell why the function would fail. What are you using to draw the images? How are they stored?
  4. I did use GL_RGBA as internalformat, however, changing this to GL_RGBA8 didn't change the output. I now have: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, flipped->w, flipped->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, flipped->pixels); where flipped is an SDL_Surface loaded from a 32-bit PNG. GL_RGB8 also did not make a difference, it only disabled the alpha channel.
  5. Quote:Original post by philipptr do you have turned down the quality settings in your drivers settings? I've had similar problems while having the settings in my nvidia driver set more to speed than quality Tynin: GL_TEXTURE_MIN_FILTER is already set to GL_NEAREST philipptr: Indeed, that fixed the problem. Thank you! Thank you all for your suggestions!
  6. The whole image is one texture, so clamping does not help. I use GL_CLAMP_TO_EDGE for GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T. I'm not building mipmaps (or is that automatic by default?). Oh, and I might point out that the image and screenshot I posted are scaled to 300% in this post.
  7. I'm using SDL+OpenGL (I'm pretty new at everything OpenGL) to load a 32-bit PNG image, and then I display it on the screen as a quad at a 100% of the image's original size. I'm having trouble getting rid of the color bleeding that occurs. I use glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); when loading the texture. Does anyone of you know where the error occurs, or what this problem is called? image: on screen: notice how the spots of green being "washed" away, and the color mixing that goes on at the bottom of the top-left-most square. [Edited by - parklife on December 18, 2005 4:01:48 AM]
  8. Quote:Original post by rip-off you misspelled snprintf there So sprintf is a no-no?
  9. How about the old trusty sprintf? It's what I use most of the time.
  10. Bah!
  11. "The great thing about standards is there are so many to choose from." no idea if it's a quite, or a joke, or whatever. It's good though.