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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 JoshuaWaring

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  1.   I really want to up vote this, but there's something beautiful about having 8 up votes.
  2. Thank you, I'm trying to implement it now, but it seems to be missing a ShaderManager.h and Vertex.h and I can't find the main entry point.
  3. Hey, just out of curiosity could you upload your code? I would like to test what speed my Sprite render would achieve.
  4. OpenGL

    But seriously, when is gamedev.net going to change it to "OpenGL & Vulkan" or a new section for low level APIs, after all they are very different.
  5. OpenGL

    Nividia gave us a nice C++ Wrapper https://github.com/nvpro-pipeline/vkcpp/blob/master/vulkan/vk_cpp.h
  6. OpenGL

    Not that Reddit is the best source but: https://www.reddit.com/r/nvidia/comments/3j5e9b/analysis_async_compute_is_it_true_nvidia_cant_do/ This would suggest it can, upto a point.
  7. Someone hasn't seen the C++17 draft :P
  8. OpenGL

    Just to add a possible alternative view, might it be easier to remember the list of transformations needed to fold the paper to get the final result and a list of actions taken by the player and simply compare the list and take into account error.
  9. OpenGL

      I'll sign a NDA if you'll tell me what you know ;D
  10. I had a problem with this, I found that the OSX windows didn't have a depth buffer. https://www.opengl.org/resources/libraries/glut/spec3/node12.html You should pass the flag GLUT_DEPTH to glutInitDisplayMode    Never mind, seems like someone said it before I did.
  11. Have you use OpenGL Profiler to debug your program on OSX? https://developer.apple.com/downloads/ You should be able to get a trace of OpenGL calls and context details.
  12.   I followed the buffer and the first row is correct, but beyond those 8 elements, it's wrong. I'm going to redo the whole thing, but technically that first strip should of still displayed? 
  13. Well the mesh data is between 0 and 1, so I thought without any projection it should all be in the top right of the screen.  I change it to 1, 1, 1 for the color and it's still just the same pixel, good point though.