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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. Hi! Im trying to get a simple deferred shading working. I have GBuffer with 3 textures ( image, position, normal ). Image : [url="http://c.wrzuta.pl/wi2284/579c4dcd00211bd050a55184/deferred_shading_gbuffer"]http://c.wrzuta.pl/w...shading_gbuffer[/url] Normal : [url="http://c.wrzuta.pl/wi993/7e2c7735001e815c50a55184/deferred_shading_gbuffer"]http://c.wrzuta.pl/w...shading_gbuffer[/url] Position: [url="http://c.wrzuta.pl/wi2456/6ed9d23d00267fbe50a55184/deferred_shading_gbuffer"]http://c.wrzuta.pl/w...shading_gbuffer[/url] I'm trying to compute point light ( when i was used directional light i almost work ) like that : [CODE] // Fragment Shader // #version 330 core out vec4 outputColor; in block { vec2 TexCoord; vec3 Normal; } In; uniform sampler2D gDiffuseSampler; uniform sampler2D gPositionSampler; uniform sampler2D gNormalSampler; uniform vec3 lightPosition; uniform vec3 lightColor; uniform float lightRadius; void main() { vec4 image = texture( gDiffuseSampler, In.TexCoord ); vec4 position = texture( gPositionSampler, In.TexCoord ); vec4 normal = texture( gNormalSampler, In.TexCoord ); vec3 lightDir = lightPosition - position.xyz ; normal = normalize(normal); lightDir = normalize(lightDir); float att = clamp(1.0f-length(lightDir)/lightRadius,0.0,1.0); float diff = max(dot(normal,lightDir), 0); outputColor = att * vec4(diff * lightColor,1.0); } [/CODE] i'm binding it on fullscreen quad. Result : [url="http://c.wrzuta.pl/wi15434/32f6a44f001a11ff50a554e2/result"]http://c.wrzuta.pl/w...50a554e2/result[/url] It is looking like "camera is center of point light ;| dafuq? i write about ten different shaders ;| on every the same - "camera is point light center", if you set camera closer to object, light get stronger ;o? i dont know, what im doing wrong. Sorry for my bad english. I will by grateful for your help.
  2. OpenGL

    i had the same ;p try add something like this after image loading [CODE] glBindTexture(GL_TEXTURE_2D, textur[fNum]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); [/CODE]
  3. SOIL ( Simple OpenGL Image Loader ) -> SOIL_INVERT_Y flag in load funcion xd When soil invert texture about Y all goes crazy xd
  4. Ok i repair it. topic to close
  5. Hi! Its agin me:P I rewrite my engine to opengl 3.3. I try to load models ( im using assimp ) But i have strange problem with texcoords i get this : [img]http://img39.imageshack.us/img39/8871/errork.png[/img] Its looks like theres no texcoords? wtf? xd It's should look like this : [url="http://www.turbosquid.com/3d-models/free-obj-mode-palm-trees/490485"]http://www.turbosquid.com/3d-models/free-obj-mode-palm-trees/490485[/url] ( Every model look the same ( texcoords)) my Vertex Shader: [CODE] #version 150 uniform mat4 Matrix; in vec4 Position; in vec2 in_TexCoord; out vec2 out_TexCoord; void main() { out_TexCoord = in_TexCoord; gl_Position = Matrix * Position; } [/CODE] my Fragment Shader: [CODE] #version 150 uniform sampler2D tex; out vec4 out_Color; in vec2 out_TexCoord; void main() { out_Color = texture(tex, out_TexCoord); } [/CODE] I think loading model code is good because its working before on opengl 2.x ;P Sorry for my stupid question Thanks for help! Grettings from 6itru.
  6. Thanks ! So, i think i write it on my engine ;P I using AssImp for loading models ( so i have a lots of format to choose) Thanks everybody for help.
  7. Hmm i will check Horde3D today and im thinking about writting on my engine but i will need help with skeletal animations and physics // written from android
  8. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]My game will be 3D Platform Game for Kids ( Jumping , Collecting coins etc.)[/left][/size][/font][/color]
  9. Hi there! Im writting here because i have a problem. One day i decided to stop writting my engine ( OpenGL + GLSL ) and start to write game. ( I already have GDD ( Game Design Document )) I need just good engine. My engine isnt good enought to write game on it. So, there was problem. I cant find any good, free engine in the web. I have one basic requirement. It must be free for commercial production. ( Renderer DX/OpenGL It doesnt matter for me.) Maybe you know some free engines? I would by grateful. If i post it in wrong section please move it. Grettings from 6itru. -> Sorry for my bad english im from Poland(yes yes country of idiots and noobs).