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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, this is my first question on this board, so please bear with me if it's not in the right place [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] It's about efficient iOS OpenGL ES programming. I have a quick question about rendering mirror effects. I know about the standard way (render scene and stencil for reflectors, render again with inverted transform), e.g. also discussed in this older thread [url="http://www.gamedev.net/topic/377187-mirror-reflection-effect/"]http://www.gamedev.net/topic/377187-mirror-reflection-effect/[/url] I was just wondering whether this is still state-of-the-art for planar reflectors, and whether people consider this a good fit for the specifics of the iPad GPU? You can obviously accelerate this by tighter frustum culling, but are there any other tricks you are aware of?
  2. [quote name='DementedCarrot' timestamp='1335247904' post='4934340'] If it was properly optimized couldn't it be faster? I just hate the idea of rasterizing an entire scene for every patch. I was hoping some kind of clever face->face visibility determination could eliminate huge numbers of patches that needed to be checked against others, and to set it up in such a way that you could pretty much just throw a list of patches that needed to be radiated at a compute shader. [/quote] The original radiosity algorithm just worked that way, looking at all pairs. There are many papers on how to accelerate it. One advantage you get from the hemicube is that you immediately get the correct form factor (without the costheta), whereas in patch-to-patch interaction you need some analytical expression for it. There are a number of them, some based on contour integrals, and some based on simpler approximations (disks etc). Otoh you get aliasing artifacts when doing hemicube, so there's a tradeoff.