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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.

agedboy

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  1. To [url="http://www.gamedev.net/user/169467-mhagain/"][color="#284b72"]mhagain[/color][/url]: Thanks for your analysis! I didn't know "Each GPU register is 4 floats wide". If it is so, then the situation on GPU side should be similar to CPU side. I mean, vec4 buffer should be, at least, no slower than vec3. Your theory about "The extra memory is clearly being [i][u][u]used[/u][/u][/i]" sounds quite reasonable. Thank you again. To clb: Thanks for your reply. If you get 4xfloat profiled one day, don't forget to share your result
  2. On the other hand, I also think using vec4 vertex buffers really waste the video memory, since I'm actually not using homogeneous coordinates on cpu-side, the extra component of vec4 is just placeholder to let SIMD work. vec3 or vec4, which would you prefer and why? Thanks a lot!
  3. I'm writing OGL programme in its core-profile style. I was using vec3 as vertex buffers (the input attribute of the shader). Now I wanna change to vec4, because I rewrote the cpu-side maths code by sse/sse2. What I'm wondering is whether using vec4 as vertex buffers really slows down the shader programme? I suspect that data stream of vec4 would occupy more bandwidth of the video memory, doesn't it? Thanks!!