• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

150 Neutral

About tuccio`

  • Rank
  1. [quote name='Brother Bob' timestamp='1340990970' post='4954010'] You have a directional light, not a positional one. Spotlight settings only work for positional lights. Set the w-component of the position to 1 instead. Also, don't expect very good results. Lighting is calculated per vertex so you need to define a much higher resolution cube to have some sensible results. [/quote]yup i think i understand and yes, i didn't expect great results, i'm using a low tesselated cube because, as i said, i want to learn glsl and use fragment shaders to compute direct and indirect lighting thank you again
  2. [quote name='Brother Bob' timestamp='1340979365' post='4953961'] What do you think is wrong with the directional light? If the light is coming from the upper left in the image, then the bottom and right faces are lit since they face the light, and the right and top faces are not lit since they are not facing the light. I haven't looked much into the exact details of where the light is pointing, where the view point is facing, and which wall is where though, so I don't know for sure if the light really is supposed to come from the upper left. If the incorrect faces are lit, then make sure that the normals are in fact correct, and that you are viewing from the correct place. [/quote]the light is in the middle (sort of) of the room, actually closer to the ceiling than the floor, and the direction points towards the floor also, changing the direction of the light and the spot cutoff doesnt change the result, and this is weird too
  3. [quote name='Brother Bob' timestamp='1340976491' post='4953950'] The light parameters are 4-dimensional vectors, not 3-dimensional vectors as in your code. OpenGL is currently reading the fourth component from outside the corresponding arrays. [/quote]oh, thank you that helped, and now it works fine if i set position's w component to 1 (so that the light propagates in all directions), as you can see: [img]http://img88.imageshack.us/img88/783/cb3p.png[/img] but if i put w to 0 to get a directional light, this is what i get: [img]http://img151.imageshack.us/img151/431/cb4.png[/img] the code now looks like [url="http://pastebin.com/i4XxVjxW"]this[/url] i guess i'm still missing something :/
  4. Well, i was setting up an hardcoded cornell box scene with opengl because i want to learn glsl and hopefully write a fragment shader path tracer so i copied [url="http://www.graphics.cornell.edu/online/box/data.html"]these[/url] data ([url="http://pastebin.com/w3gmZf8x"]here[/url]'s the code), but i had a result i didn't expect, and i don't understand [img]http://img213.imageshack.us/img213/4859/cb1y.png[/img] There's no reason for having an enlighted left wall and such a dark right wall.. also that floor shouldnt be so dark if the bottom of the left wall is still enlighted But if i invert floor and right wall normal direction (right wall normal = (-1, 0, 0) and floor normal = (0, -1, 0)) i get something similiar to what i expected [img]http://img3.imageshack.us/img3/8167/cb2v.png[/img] i feel like i'm missing something :/