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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. Thanks for everyone. I understand that the way moving the triangle directly in the CPU is not a good way. But the strange thing is that I can't reprocedure the efficiency problem on the same computer again. I can only believe that this is just my illusion.(Maybe I'm running my computer on powersaving mode?) Another problem is that when I run two OpenGL applications and enable v-sync, the FPS will drop to 30 and application becomes a little lag. Is there a solution to this problem?
  2. I'm a totally new beginner to OpenGL and I'm learning it by online resource http://www.arcsynthesis.org/gltut/. It is a 2D example that is a simply 2D spinning triangle around one point. A attach its main code below. My problem is why a simple program run so slow. It does not run very smooth and I can a few obvious lags. This is much more frequent when I open v-sync (CPU 100% on a laptop is annoying). I also try to sleep sometime before call another glutPostRedisplay. This seems even lagger than v-sync. My question is how to make this program run more smooth? I can never feel such lag when I play some games written in OpenGL. Also is there a convenient way to limit the FPS? [code] #define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*)))) GLuint theProgram; void InitializeProgram() { std::vector<GLuint> shaderList; shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, "standard.vert")); shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, "standard.frag")); theProgram = Framework::CreateProgram(shaderList); } const float vertexPositions[] = { 0.25f, 0.25f, 0.0f, 1.0f, 0.25f, -0.25f, 0.0f, 1.0f, -0.25f, -0.25f, 0.0f, 1.0f, }; GLuint positionBufferObject; GLuint vao; void InitializeVertexBuffer() { glGenBuffers(1, &positionBufferObject); glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STREAM_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } //Called after the window and OpenGL are initialized. Called exactly once, before the main loop. void init() { InitializeProgram(); InitializeVertexBuffer(); glGenVertexArrays(1, &vao); glBindVertexArray(vao); } void ComputePositionOffsets(float &fXOffset, float &fYOffset) { const float fLoopDuration = 1.0f; const float fScale = 3.14159f * 2.0f / fLoopDuration; float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; float fCurrTimeThroughLoop = fmodf(fElapsedTime, fLoopDuration); fXOffset = cosf(fCurrTimeThroughLoop * fScale) * 0.5f; fYOffset = sinf(fCurrTimeThroughLoop * fScale) * 0.5f; } void AdjustVertexData(float fXOffset, float fYOffset) { std::vector<float> fNewData(ARRAY_COUNT(vertexPositions)); memcpy(&fNewData[0], vertexPositions, sizeof(vertexPositions)); for(int iVertex = 0; iVertex < ARRAY_COUNT(vertexPositions); iVertex += 4) { fNewData[iVertex] += fXOffset; fNewData[iVertex + 1] += fYOffset; } glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertexPositions), &fNewData[0]); glBindBuffer(GL_ARRAY_BUFFER, 0); } void display() { float fXOffset = 0.0f, fYOffset = 0.0f; ComputePositionOffsets(fXOffset, fYOffset); AdjustVertexData(fXOffset, fYOffset); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(theProgram); glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } [/code] Standard.vert [code] #version 330 layout(location = 0) in vec4 position; void main() { gl_Position = position; } [/code] Standard.frag [code] #version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } [/code] BTW, Is http://www.arcsynthesis.org/gltut/ a good choice for beginner to learn opengl?