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      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.

superwave

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  1.   Sorry for the slow response, my regular job is making me work nights \/_\/   Keep in mind that glQuadBufferEmu was written for Linux and X11, so it won't complile for Windows so easily.  I haven't yet had a chance to try compiling for MacOSX (which also supports X11).  In the mean time, it will have to be ported to work for Windows.   Shogun.     Thank you so much. I was so busy these days. Maybe I have to buy a quatro.
  2. Hi, Shogun,   I tried to import the header files and .c files into vs2010 and compile the .dll files, however, failed... Could you please give me some clues about how to use glQuadBufferEmu in windows7? Thanks in advance.
  3. Great!   There is another one: https://github.com/bobsomers/3dvgl   thanks again
  4. Thank you all, I reinstalled the OS and it works!
  5.     Thanks, but it's too late, I am installing the system
  6.   My desktop originally installed GTX 480, since we want to do Opengl development, we uninstalled the GTX 480 and installed quatro 4500. However, the computer crashed again and again:    One day later, we realized we still need GTX 480 instead of the quadro one, so, we re-installed the GTX 480 into the computer. However, the blue screen crash happened again. Then I uninstalled the previous Nvidia driver through (Control Panel\All Control Panel Items)Programs and Features. However, the device manager auto detection told me the driver is still there. Then I downloaded the 480 driver manually, install..... during the installation process, the same blue crash happened again.. How to solve this problem?
  7. I only have Quadro 4500 which I think cannot support stereo-3d display. Also, there is a GTX 480 in hand. Although this GPU support stereo-3d display, it doesn't support Opengl 3d programming. We are thinking about using some methods like this one to enable the opengl stereoscopic 3d programming.
  8. I just tested the code in chapter 1 (OpenGL 4.0 Shading Language Cookbook) I have installed Qt5, qmake -tp vc chapter01.pro then open it in vs2010. Built and got many errors like: 1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(38): error C2371: 'GLintptr' : redefinition; different basic types 1> D:\OpenGL\glew-1.5.4\include\GL/glew.h(1615) : see declaration of 'GLintptr' 1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(39): error C2371: 'GLsizeiptr' : redefinition; different basic types 1> D:\OpenGL\glew-1.5.4\include\GL/glew.h(1614) : see declaration of 'GLsizeiptr' 1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(96): warning C4005: 'GL_BLEND_EQUATION_RGB' : macro redefinition 1> D:\OpenGL\glew-1.5.4\include\GL/glew.h(1666) : see previous definition of 'GL_BLEND_EQUATION_RGB' 1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(474): error C2365: '__glewActiveTexture' : redefinition; previous definition was 'data variable' 1> D:\OpenGL\glew-1.5.4\include\GL/glew.h(12027) : see declaration of '__glewActiveTexture' 1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(475): error C2365: '__glewAttachShader' : redefinition; previous definition was 'data variable'   First, I didn't explicitly include gl2.h in this project. Second, I commented out all OpenGL headers and these errors still exist.   How to solve these problems? I have attached the chapter01 code in this post.   Thanks in advance
  9.   Thank you so much for your detailed instruction! I have learnt a lot from this.
  10. OpenGL

    Thanks a lot. I will follow your words and ready for GLSL!
  11. I think the shape of "G" is a problem... Its contour is not evenly distributed which violates the esthetic rule.
  12. Hi,   I was just wondering which of the three is best right now?   I used traditional OpenGL like glBegin...glEnd.    Last semester, I tried GLSL, which I think is more flexible, however, not so intuitive and very time consuming (Maybe I am not proficient)   One student recommend CG programming.   How do you think?    Cheers
  13. Hi, if you like this logo, I cannot disagree with.. while, I think the big "G" of google logo seems better in esthetic glViewport.   OK, after your explanation, I think I am gradually feeling better about the current big blue.
  14. Hi,   I have studied the course Computer Graphics and used OpenGL & Qt for my course project. This semester, the course Virtual Reality require us to use OpenSceneGraph. There are some great works done by some researchers: A Statistical Similarity Measure for Aggregate Crowd Dynamics Large-scale Fluid Simulation Using Velocity-vorticity Domain Decomposition Continuous Penalty Forces And the fantastic works from Siggraph I was just wondering how did they do these kind of work? What main tools or libraries did they use? Did most of the work based on OpenSceneGraph or VTK? Recently, I also found out it might be a good choice to implement a system by writing plugins for Autodesk Maya; For example: Free-Form Sketching of Self-Occluding Objects(Paper) Moreover, do you know some largest forum for computer graphics? I only know CGTalk, however, this site is for artist I think. Of course, gamedev is one of the best, any other relative forums? Thanks a lot Cheers!