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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.

IvanK

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  1. You definitely should go to some college or university. It is hard to learn everything by yourself.
  2. I think you can solve it in constant time on paper (or with one expression in your programming language), no need for loops
  3. Thank you. Promit: two-parameter "atan(y,x)" in GLSL is equivalent to "atan2(y,x)" in HLSL. There still is a black vertical line on left. Yours3!f : that is weird, I have no idea why it happens. Have you tried using Chromium?
  4. Hi guys, I am sorry, I don't have any real problem, I just wanted to show you what I have done during the last weekend and didn't find any good category for it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] and also I want to ask few questions. I have written a simple GLSL raytracer, which is rendered in browser using WebGL. [url="http://frog.ivank.net"]http://frog.ivank.net[/url] Few interesting things about it:[list] [*]in Windows browsers it is 2x slower than in Linux or Mac OS, because all Windows browsers translate GLSL to HLSL and render it with Direct3D. [*]It started to be 2x slower when I started to use a texture for environment. I really didn't expected that texture access is so "expensive". [/list] I also have 2 questions: When I map the image as environment and I want to get a texture coordinate from ray direction, I use "atan" function to get an angle [CODE]float iPI = 1.0/3.14159265357; float cx, cy; cx = 0.5 - 0.5 * atan(dir.x, dir.z) *iPI; cy = 0.5 - asin(dir.y)*iPI;[/CODE] but there is a black vertical line appearing on the left side. Do you know how can I avoid that? It will be probably because of division by zero or something. So what do you think about it? Do you have an idea for any other "cheap" effects or objects, which will be nice looking, but keep my demo at 60 FPS?