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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.

lanhaiou

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  1. Hi, I am pretty new to OPENGL, and could any one help me ? thanks !! I have a texture which contains number of tiles (each tile is part of this texture). now I want to draw all the tiles in one draw call : glDrawElements(), (every tile's vertex coordination is different). something like: glVertexPointer(); //set the vertex array, glTexCoordPointer(); //set the coordinations of the tile in texture. glDrawElements(); do I have to call glTexCoordPointer() to set the coordinations for every tile ? that will be 3 times call of above code if I want to draw 3 tiles. is there any efficient way to handle that ? thank you very much !!
  2. Thank you very much ![img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [quote name='samoth' timestamp='1332156865' post='4923258'] glBindTexture will likely cause a pipeline stall at the next draw call. Insofar, glBindTexture is not inefficient itself, but using it too often is. I say "likely" because it is possible that it does not cause a stall, depending on the hardware (but you have to assume the worst case, not the best case). On the other hand, glBegin/glEnd is not efficient for drawing thousands of tiles (i.e. single quads) either. What you want to do ideally is bind a texture once, bind a vertex buffer, and draw your 2000 quads with one call to [url="http://www.opengl.org/sdk/docs/man3/xhtml/glDrawElements.xml"]glDrawElements[/url]. Even using a plain old vertex array (i.e. not a buffer object) would be much preferrable, because it's much more efficient for the GL to upload that block of data. [/quote]
  3. Hello, I am trying to write a tile based 2D game using openGL, and I'm new to openGL.. I heard that glBindTexture() is not efficency and we'd better to bind texture only one time and drawing all the staff using this texture(this texture constains all the tiles we need). so I have 2 questions, could anybody help? thanks very much! 1\ Is this description above right ? 2\ Is the following Game logic the right way to rendering a game with good efficency? if not, could I have some indication? thanks? /* this render() is called every 30 millisecond to render the game. there may be about 2000 tiles need to be rendered one time. */ render() { glEnable2D; /*this texture contains all the tiles needed in the game*/ glBindTexture(GL_TEXTURE_2D, mTexture); glClear(); for(...)// the drawing loop to draw all the staff { /* draw the needed tiles from the same texture */ glBegin(); //drawing... glEnd(); } SwapBuffers(); glDisable2D; } Thanks!