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      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. [quote name='meeshoo' timestamp='1333010532' post='4926271'] Looks fine to me, however you should try to play a bit with that alpha value and see how it goes. Put it 0.5, then 0.0 and so on. [/quote] That is actually what I did all alone in my despair, but it gave me no clue at all. Maybe this is hardware dependent after all, I'm currently working with a laptop borrowed from my gf which uses a graphic chipset instead of a true video card, it may simply not handle properly this type of blending operations. Tough luck !
  2. [quote name='meeshoo' timestamp='1332923418' post='4925923'] What value has color.a? [/quote] 1.0f set by default in the struct constructor, and no instance currently change this value.
  3. Hi everyone, This might be a dumb question, but I just can't figure it out or find anything about it. I'm writing a simple C++/SDL/OpenGL application which can draw polygons on the screen and perform collision tests. Some polygons wander around and others are static. Wandering polygons have a name that need to be displayed under them, for that I'm using a png image font and display lists to draw the characters quickly (I know this function works well as I'm using it everywhere in my projects). I must use blending in order to make the text drawing method work, but it turns out that my polygons cannot be displayed anymore under these circumstances. I'm using orthographic projection, and I disabled the depth test. I've just spent hours on it with no success and I'd be glad to get some help ! Here are the parts of my code I find more relevant for this issue : OpenGL initialization : [code]#define SCR_WIDTH 800 #define SCR_HEIGHT 600 //in main() : //... //Zero matrix projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); //Set orthographic projection and viewport gluOrtho2D(0,SCR_WIDTH,0,SCR_HEIGHT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0,0,SCR_WIDTH,SCR_HEIGHT); //OpenGL properties glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //in the game loop, after the event handling : glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); mymap.update(1.0/FPS); mymap.draw(); SDL_GL_SwapBuffers(); [/code] mymap is a Map object containing all polygons. The Polygon::draw() method : [code]void Polygon::draw() { glPushMatrix(); glTranslatef(position.get_x(),position.get_y(),0.0f); //Draw filled polygon glColor4f(color.r,color.g,color.b,color.a); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBegin(GL_POLYGON); for (unsigned int ii=0; ii<points.size(); ++ii) { glVertex2f(points[ii].x,points[ii].y); } glEnd(); glPopMatrix(); }[/code] color being a simple struct containing RGBA information. Here are some screenshots : Without blending : [attachment=7927:without_blending.jpg] With blending the red text strings appear correctly, but no polygon : [attachment=7926:with_blending.jpg] Thanks a lot in advance for your precious help ! I can provide some more code if needed.
  4. Thanks a lot all three of you, I think I have what I need ! I'll let you know when I get the job done. [size=4]By the way, [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]JTippetts, your system is impressive ! I get it now, but I came upon one of your articles several months ago (maybe some video on youtube too), I was just starting the architecture for my engine and this gave me some directions to follow. Good work ![/left][/font][/color][/size]
  5. Hello everyone, Being new here, I'd like to introduce myself. Neurodoxx, french student in robotics, currently developing a C++/OpenGL isometric game engine. My request is two-fold. The engine I'm programming relies on a component based entity system to make sure a given entity only contains what it needs to carry out its duty. For instance, trigger entities won't need to display any sprite so they don't include the render component. It follows that [u]some entities are not renderable[/u]. My engine is currently running a back to front painter's algorithm to display tiles on a map (hastily implemented as a multi-dimensional array to run tests quickly) and is unable to integrate displayable entities in the world. I came up with the idea (and I don't doubt that's a common way to do it) that my engine should deal with tiles and renderable entities the same way, which in OOP is easily done by deriving tiles and entities from the same -let's call it Drawable- interface. However, with my component-oriented design for the entity system I'm basically hitting a snag. It appears to me that tiles should be implemented as entities at the cost of a relatively small overhead, yet I can't find an elegant way to iterate only over drawable entities in my render function. Should I split drawable and non-drawable entities into two different lists ? I've been travelling all over the web to find a smart solution to address this issue but came up with no clue which might indicate I'm not following a good path, I fear, and as a result I can't sleep. This problem apart, I know that some day I will need to perform depth-sorting over my list of displayable objects so as to draw them in the right order. This, in theory, I can deal with as I've seen many tutorials on how to do it efficiently. But can I, and if yes, how should I sort it in order to render exclusively objects located under the viewport ? Thanks in advance for your feedback, and if you need code to make this less abstract, I can provide ! Have a good day !