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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 RobinsonUK

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  1. OpenGL

    I had no end of problems when I tried to use a SIMD aware math library in my project (slmath). First I had to allocate on a boundary and second there's a problem with containers in VC++ such that putting such aligned objects into them resulted in seg faults and all kinds of issues (I'm a heavy user of std:. In the end I decided it was too much trouble for the potential gain in speed, so I switched to glm::, which so far has been a joy to use (and program that doesn't seg fault runs much faster than one that does!). I wouldn't rule out using SIMD for very tight, focused algorithms though, and I'm waiting with anticipation for a future where compilers intelligently make use of SIMD themselves, so I don't have to.
  2. Are you sharing vertices between edges? If you are, you'll have problems because the normal on the outside flat surface needs to be different to the normal on the inside circular surface.
  3. I'm using GLU to bring in all the required extensions and then doing all of the windowing stuff myself. SFML is a pretty good library to use. I think the trouble with GLUT is that it hasn't been actively maintained for a very long time.
  4. Personal preference I guess. I have a directory called libraries within which they sit. My applications are in the originally named "applications" at the same level as the libs. I have a single solution called 3rdpartylibs, that builds all libraries together and puts the resulting libs and dlls into a directory called Built/r or Built/d. All of my applications link against Built/r or Built/d. This way I can prevent the total randomness that tends to happen when the second law of thermodynamics applies itself to your hard drive ;).
  5. Try doing the bind buffer after you've done the bind of the VA, rather than before.
  6. You know what DRMP, I've been coding for over 10 years and I still occasionally get these problems! A simple check list would be: (1) Ensure your project include and library paths are pointing at the correct directories (containing the libraries you want to use) (2) Ensure you add the .libs to your project library dependencies (3) Ensure you #include the headers you want to use. (4) If you have any hair left, pull it out.
  7. arghhh. Sorry, edit fail... deleted :-).
  8. It looks like you're rotating twice there, once around X and once around Y (but with a fixed rotation around X). I think your translation should be done last, however, rather than first.
  9. Instancing might help. At least it will cut down the number of draw calls. Have a google for it.
  10. [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Are you sure that setting a uniform for[/left][/size][/font][/color][b]every particle every single frame [/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]won't cause a bottleneck? [/left][/size][/font][/color][/quote] I'm kind-of wondering why this parameter needs to be a uniform at all. Perhaps it could be an element in your or a vertex stream?
  11. [url="http://en.wikipedia.org/wiki/Shader"]Shader?[/url] :-).
  12. Sounds about right. Did you work out whether switching FBO was faster than switching attachments? I'm curious to know.
  13. I'm using DevIL. It's fine for image loading. I assume you've initialised it, but you don't post that code: [CODE] // Initialize IL ilInit(); // Initialize ILU iluInit(); // Set global origin function for loading images (dds, for example, have a top, left origin). ilEnable(IL_ORIGIN_SET); ilOriginFunc(IL_ORIGIN_LOWER_LEFT); [/CODE]
  14. You said "pretty much" using the same code. I'm guessing the problem is in the code not part of the "pretty much" :-).