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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. OpenGL

    Updated the drivers. Didn't crash, but didn't quite work, either: [img]http://i.imgur.com/yZbZm.png[/img] Since the read and write buffer are the same, there must be some implementation-specific issues. To get it to work, I changed glViewport( 0, 0, 512, 512); which was only called once, during initialization, to glViewport( 0, 0, rez, rez); and glBlitFramebuffer(0, 0, 512, 512, 256-rez/2, 256-rez/2, 256+rez/2, 256+rez/2, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBlitFramebuffer(256-rez/2, 256-rez/2, 256+rez/2, 256+rez/2, 0, 0, 512, 512, GL_COLOR_BUFFER_BIT, GL_LINEAR); which was called every frame, after drawing, to glBlitFramebufferEXT(0, 0, 256, 256, 0, 0, 512, 512, GL_COLOR_BUFFER_BIT, GL_LINEAR); resulting in the desired effect: [img]http://i.imgur.com/vi1dN.png[/img] But of course we can't stop there. Turning GL_LINEAR to GL_NEAREST, and lowering rez, brings us from the mid-nineties to the mid-eighties: [img]http://i.imgur.com/suac6.png[/img] Thanks guys!
  2. You are indeed on the right track. What you need to do is use the heading, and roll to determine the plane's axes. I'm confused about the pitch variable, though. If you know your line of sight, only roll (rotation about the line of sight) is needed to determine your orientation. What is pitch for?
  3. OpenGL

    [quote name='Suds_' timestamp='1337833746' post='4942787'] Try replacing [left][background=rgb(250, 251, 252)]GL_LINEAR with GL_NEAREST.[/background][/left] [/quote] That changes how nice it looks but shouldn't affect things since it is only a color buffer blit. From the OGL 3.3 docs: "If the sizes of the source and destination rectangles are not equal, filter specifies the interpolation method that will be applied to resize the source image , and must be GL_NEAREST or GL_LINEAR. GL_LINEAR is only a valid interpolation method for the color buffer. If filter is not GL_NEAREST and mask includes GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT, no data is transferred and a GL_INVALID_OPERATION error is generated." [quote name='mhagain' timestamp='1337850836' post='4942845'] First of all, the OS is completely irrelevant here. The deciding factor is your graphics hardware and what it does or doesn't support. So, my guess here is that your Linux machine has a 3D card that supports GL_ARB_frame_buffer_object or a reasonably recent version of OpenGL (with framebuffer objects in core). Your Windows box does not - the cause of the crash is that the function pointer for glBlitFramebuffer is NULL. Upgrading the graphics card on your Windows box to one that does support this functionality will resolve it. [/quote] It's the same machine...must be the drivers?
  4. I'm trying to achieve a low-resolution effect similar to this: [img]http://0rel.com/download/okkuplektor/img/okkuplektor_doc_stage_01a.jpg[/img] Observe the jagged edges I've done it in OpenGL, but only in Linux, and I want to do it in windows. In Linux, these two calls do the job glBlitFramebuffer(0, 0, 512, 512, 256-rez/2, 256-rez/2, 256+rez/2, 256+rez/2, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBlitFramebuffer(256-rez/2, 256-rez/2, 256+rez/2, 256+rez/2, 0, 0, 512, 512, GL_COLOR_BUFFER_BIT, GL_LINEAR); in a 512x512 window where "rez" is the edge length of a square (such as 256) that the scene is reduced to (first call) and then scaled back from (second call). This works just fine in Linux, but crashes my program in Windows. Any ideas?
  5. When I light an untextured polygon, the polygon takes on the color of the light without regard to its own color. Is there a way to prevent this from happening, e.g., lighting a green quad with a red light results in an orange quad?