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      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.

Kraecker

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  1. Yes, the bottom console of Eclipse, it's basically the same as any console compiler output:   These error messages are much more useful to us.
  2. The eclipse indexer may not have indexed the sfml files yet, so it gives you these problems.   Are you still experiencing problems -> on console <- when you try to compile/build the program?
  3. I personally like the concept, that's explained here: https://molecularmusings.wordpress.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/
  4. why don't you do research on your own? there are are many results on google. just the first 4 results?
  5. Hey Mercury Filter,   first thing I see is: you are using sizeof(verticies) and sizeof(elements) this returns the size of a pointer. You should be using something like sizeof(float)*15 (15 Floats for verticies) and sizeof(float)*3 (3 Floats for elements)   You also can use a vector for this (i like doing that :D) Which would result in something like that: glBufferData(GL_ARRAY_BUFFER, sizeof(vertice_vector[0])*vertice_vector.size(), &vertice_vector[0], GL_STATIC_DRAW);
  6. You didn't find the concept? Oo   http://lmgtfy.com/?q=geoclipmapping+paper
  7. the OpenGL version I am using is 2.1 with GLSL 1.2&nbsp; / the ATI card supports up to 3.3 so it should be backwards compatible, right? &nbsp; &nbsp; --edit-- not all of my geometry disappears - just the terrain the animated models are still drawn --edit2-- i think this is heading in the wrong direction... i know that different drivers handle things different. the question i actually wanted to ask: how would i start to debug this issue?
  8. Hi there,   i'm currently working on a terrain renderer. i ran into some performance issues on my laptops intergrated intel graphics card (where terrain is rendered without problems), so i switched to the also available ATI card (where the terrain geometry completely disappears). Trying to debug my exe with gDebugger, the context tells me there are 61k triangles drawn, but i don't see any.   Shaders compile & link successfully. The VBO (~460kb) & IBO (~57kb) on the card seem to be correct.   Posting Code here is difficult since the whole project is a bit larger. (Link to Github Project: https://github.com/Cracky/XiyaGE/tree/master/src)   What else information should/can I provide, to help you, to help me ? ;)   Why does the geometry disappear / What can cause these problems / Why does the code work on intels card but not on ATIs ?
  9. afaik the initial value is compiler related and not defined in standard. so you can't be sure 100%, but basically most compilers do it this way.
  10. just a minute googling   http://www.opengl-tutorial.org http://en.wikibooks.org/wiki/OpenGL_Programming
  11. You are not using the uniform in your code. When optimizing GLSL code (on compilation) unused variables are removed. Use it in your code and you will be abled to set the uniform. Edit: gnah, first read, then write ... sry
  12. You should do somthing like [CODE] bool doagain = true; while(doagain) { switch(yourstatement) { case "nodefault": // dosomething(tm) doagain = false; break; default: } } [/CODE]
  13. How did you compile DevIL? On my Windows machine (mingw), i don't have libjpeg installed so DevIL compiled without jpeg support.