• 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.

Marcel Stockli

  • Content count

  • Joined

  • Last visited

Community Reputation

167 Neutral

About Marcel Stockli

  • Rank
  1. Hi, I am trying to "port" my game engine/videogame on an Intel HD 4000, almost everything is working but it crash when I load the third level map. I am using gDEBugger and it says that the game never exceeds 200 mb but when it crash I get the "Out of memory" message in gDEBugger.   Is there a way to query the video memory with opengl and Intel HD 4000? I can get the used video memory with a Nvidia and ATI card but I can't find a way to do it with an Intel (and I don't know if the gDebugger memory measure is correct).   Is there another reason to get "Out of memory" if my program is not exceeding the video memory limit?   Thanks
  2. No problem! Cool you fixed it, that kind of errors are very annoying.
  3. You can use both (far and near plane), but you need to transform the depth in a different way for each one. If CameraRay is a normalized vector then you can use any one.       vec3 WorldPosition = CameraPosition + ( CameraRay * (LinearDepth*ViewClipFar ) ) ;   You have (LinearDepth*ViewClipFar ) so I think LinearDepth is in [0,1] and (LinearDepth*ViewClipFar ) should be in [0,ViewClipFar], then CameraRay needs to be a normalized vector. (I don't know if it is)   Did you checked if FrustumPoints are correct? You can also unproject them if you have the model matrix and projection matrix (an easy way to do it http://www.opengl.org/sdk/docs/man2/xhtml/gluUnProject.xml).
  4. Did you checked the matrix order? (row major, column major). Your matrix constructor should have the same order than the HLSL Matrix constructor because the code you are usin, originally was HLSL. The same with the vector-matrix multiplication.
  5. Hi Davidtse, your scene is projected on the near quad but you are computing the far quad: FrustumPoints[0] = cml::normalize(FarCenterPosition - Right*(FarWidth/2) - Up*(FarHeight/2)); FrustumPoints[1] = cml::normalize(FarCenterPosition - Right*(FarWidth/2) + Up*(FarHeight/2)); FrustumPoints[2] = cml::normalize(FarCenterPosition + Right*(FarWidth/2) - Up*(FarHeight/2)); FrustumPoints[3] = cml::normalize(FarCenterPosition + Right*(FarWidth/2) + Up*(FarHeight/2)); It should be:     FrustumPoints[0] = cml::normalize(NearCenterPosition - Right*(NearWidth/2) - Up*(NearHeight/2)); FrustumPoints[1] = cml::normalize(NearCenterPosition- Right*(NearWidth/2) + Up*(NearHeight/2)); FrustumPoints[2] = cml::normalize(NearCenterPosition+ Right*(NearWidth/2) - Up*(NearHeight/2)); FrustumPoints[3] = cml::normalize(NearCenterPosition+ Right*(NearWidth/2) + Up*(NearHeight/2));   I am not sure if you have more errors but this one is an important error, don't forget to add the cameraPosition at the end (not substract).
  6. Hi all! I just started to write in a blog about my work in Attractio (our game), this is my first post, it is about my work with the Attractio Walls.  It use some POM and deferred terms.       http://attractio.wordpress.com/2013/01/02/the-making-of-the-attractio-walls/   Feedbacks are highly welcomed!       About GameCoder Studios. We are 3 B.C.S students trying to finish our game before finish the school. We developed an engine (GC Engine) first and now we are developing Attractio our first videogame with GC Engine . Attractio is almost complete so we´ll try to release it in the first half of this year.    
  7. Hi all, I am trying to recover a particle system that I programmed some time ago. The main difference between "some time ago" and "now" in my engine is that now I render all transparent objects in a different buffer. This buffer is a multi render target (2 buffers) of 64 bits per pixel each buffer. I do this because I use one buffer for color and the another one for displacement. I have an issue with the blending, I use the standar blending new*alfa+old*(1-alfa) (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and with 30,000 particles I have this: [img]http://imageshack.us/a/img546/5627/attractio20121021182040.png[/img] The expected result should be be different, something like this: [img]http://imageshack.us/a/img33/5817/attractio20121021182324.png[/img] This pictures has only 1,000 particles because I use new+old blending (GL_ONE,GL_ONE) for this screenshot. It's only to exemplify the expected result, but of course is wrong, with more particles everything will become white. Any idea of why I am getting this behavior with GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA? I am not sure if the problem is the multi render target or the 64 bits buffers. Thanks