• Announcements

    • khawk

      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.

_Silence_

Members
  • Content count

    145
  • Joined

  • Last visited

Community Reputation

965 Good

About _Silence_

  • Rank
    Member

Personal Information

  • Location
    France
  • Interests
    Programming
  1. Check GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS for the vertex shader and GL_MAX_TEXTURE_IMAGE_UNITS for the fragment shader.
  2. You can also try to use a texture matrix. Changing values in the location row/column will make the image move.
  3. Having a good degree will always help you in your full life. As I already suggested to others, take into consideration the case where for some reasons (personal life, getting fed-up, getting older...), you would like to embrace another kind of career. So take into consideration also a more general degree (computer graphics, computer sciences).
  4. Hi everyone, First of all, I want to render an HDR sky. What I'm doing now is transforming this HDRI image into a cubemap, using an external tool, since the common way to display a sky is to do it with a cubemap. Is it the right way ? Or maybe it is common to render a sky dome instead in that case ? Second, assuming that the HDRI is transformed into a cubemap texture (whether cross, or threw 6 different files), the tools I use allow me to create whether DDS or KTX images in order to preserve all the HDR information. I wanted to use DDS since it seems to be wider supported (is this correct ?). Unfortunately, both Devil and FreeImage fail to load these DDS generated images. I'm planning to try SOIL, but for some reasons I start to believe this will end with the same failure and it would be very frustrating to have 'lost' all this time for nothing. For information Devil reports that the header of the file is wrong and FreeImage simply returns a null pointer without more explanations... I understand that having my own format might help. But this will imply more works on my side: I'll have to transform the HDRI to a cubemap myself, I'll have to create a new image format myself (which most certainly will look more or less like DDS or KTX), plus I'll have to maintain it and to ensure it will work the same on all the expected supported platforms. Also, my own format won't be optimized for the GC. Transforming an HDRI into a cubemap might not be that hard, but if I go this way, then I'll have to do the same work for supporting other kind of images too (ie radiance and irradiance). These will require a lot of code, more chance of having errors, and probably a non negligible cost in the accuracy of the result. So what do you suggest will be best for a single man with only loose-time availabilities ? Thanks in advance. EDIT: I haven't tested KTX yet...
  5. Open Source

    I guess many engine developers are in the same situation than you. Whereas it can have technical reasons as you are looking for, it might also just have publishing reasons. For example, if your website changed often, or if your website is not well referenced (threw google or so). Or if you didn't make any promotion in any visited and relevant websites (like this one or other forums)... The other thing is that there are now many and many engines. I also suspect wikipedia to list 'little' engines when their authors or workers are adding them Or once they start to get some notoriety, so as Hodgman said, games should be published using your engine.
  6. You can read this. I personally don't like to do that just because doing arithmetic (including bitwise operations) on enums definitely lead to have values not defined in the enum. So you start with a finite set of elements and by allowing such operations you can end up with an infinite set of elements (if you limit to 'or' bitwise operations you are still stuck with a finite number of elements, but their number is large). So typical C operations like a switch will not be able to handle easily all the values. Also, when debugging, the debugger will not be able to print the matching name of an enum value. And if you are in C++, this tends to pervade the nature of your enumeration type. This is just what I think about that
  7. One thing you can do is trying to see in their sources. They might do a post-process in order to change these colors as transparent colors (avoid to store alpha component can save space in the texture files). Or they might treat these colors as transparent colors, and thus do any blending or other treatment in the shaders during rendering time.
  8. Here ? You'll have to download the matching binaries (32/64 bits), install it, and use the headers/libraries in your project. Here. But this is for old OpenGL. I was using Pango for drawing text, but with old OpenGL too. I'll have to check how to make it work with modern OpenGL, but unfortunately I don't know when I'll have time to do that... Unfortunately all these Gtk libraries (Gtk, Gdk, Cairo, Pango, Atk...) are more made for people who are not afraid to make their hands dirty... Generally, there are few good documentation (except API reference but this is often useless), their API might change often, and support is left to their very tiny close 'fraternities'.
  9. OpenGL

    Your 'out' variables in your vertex shaders must match the 'in' variables in your fragment shaders. So basically, if you do that in your vs: out vec3 outputColor; outputColor = vec3( 1.0f, 1.0f, 1.0f ); In your fs, the input must be called outputColor, not input. But when you do this in your fs: in vec3 inputColor; the shader is expecting an output called inputColor in the vs, which you don't have (except as an input, but that does not match). This is called interface matching, and is depicted here. I don't know NSight, but I would expect a GPU development tool to at least send a warning about input attributes not related to any output in any previous shader stage.
  10. 2D

    Some things you can try: See this wiki for how to create X11 windows with GL 3 capabilities. Check all X11 errors. Choose for example a red clear color. Clear your buffer. Does it become red ? If so, then you might be doing it well for creating your window with a GL context. Avoid interlaced arrays if it's your first time with them. To to stick back to a GL 2.x context and use glBegin/glEnd. These functions are less error prone. For how to create an 'old' context, see this wiki page for example. And once you have something, move to the new context creation.
  11. 3D

    Radiometry, optics, electromagnetic waves are very large topics. I've read many books and articles wanting to talk about them, but which was doing it very badly. I guess that, for lighting computer graphics, focusing on the base principles is enough. Talking about radiometry with forgetting about photometry is a good example about how large they are and how easy it is to omit some important things I guess you should focus on what is radiance and irradiance since most PBR articles will talk about them. Take it only as my two cents opinion.
  12. Between 1 and 2 hours. Most generally 1 hour, in the train. I would like to have my work move more fast, but I'll always give priority to my little son.
  13. Thank you. This is very appreciated.
  14. Can you clarify this please ? Does it mean end customers prefer custom tech, so you as a studio, this custom tech can be shown in the front page of your website not taking into account that you'll have to manage the customer service (bugs, lack of documentation, having to had new stuff...) ?