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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.

hockeyman

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  1. OpenGL

    Many many thanks for you. Just met the problem that as I see vectors aren't built-in in Objective-c. Maby you can suggest any library for it? And another question. Now with your code I have path witch should be filled. How could I do it? Any openGL commands or something to tell it to draw quads in every location from point A to point B?
  2. OpenGL

    [quote]The only way to fix this is to draw a brush for each pixel in between the circles.[/quote] How to do it? Is there any tutorials or some useful documentation/information on the internet or something?
  3. OpenGL

    I can, but I don't know how to do it in this situation. Because my vertex array object depends on user actions. I mean, points are being added wherever user drags pressed mouse. So I don't know how to tell my program where to draw these additional quads if distance is bigger than something. If last two quads vertexes in my vertex array is [CODE] (x1,y1)[top left] (x2,y2)[top right] (x3,y3)[bottom right] (x4,y4)[bottom left] [/CODE] and [CODE] (x5,y5)[top left] (x6,y6)[top right] (x7,y7)[bottom right] (x8,y8)[bottom left] [/CODE] and distance between them is bigger than my allowed size (lets say I'm counting distance between [bottom right] points to know the distance between quads), then how to add for example 3 quads (12 vertexes) to my vertex array where they are needed (between these two quads)? I cant't know where user will be drawing, so I don't know exactly where additional quads will be needed.
  4. I am developing paint app. User can draw with mouse on my OpenGL view. He draws textured quads (textured to look like circle). But when he drags mouse faster there appears spacings between quads. So I calculate distance between previous point and current point, and if its bigger than something I need to add more quads to that distance automatically. How can I do that? I'm using vertex array. Code: [CODE]int count = [vertices count] * 8; GLVertices = (GLfloat *)malloc(count * sizeof(GLfloat)); int currIndex = 0; for (NSValue *locationValuetl in vertices) { CGPoint loc = locationValuetl.pointValue; GLVertices[currIndex++] = loc.x; GLVertices[currIndex++] = loc.y; } for (NSValue *locationValuetr in vertices) { CGPoint loc = locationValuetr.pointValue; GLVertices[currIndex++] = loc.x; GLVertices[currIndex++] = loc.y; } for (NSValue *locationValuell in vertices) { CGPoint loc = locationValuell.pointValue; GLVertices[currIndex++] = loc.x; GLVertices[currIndex++] = loc.y; } for (NSValue *locationValuelr in vertices) { CGPoint loc = locationValuelr.pointValue; GLVertices[currIndex++] = loc.x; GLVertices[currIndex++] = loc.y; } int distance1 = sqrt(GLVertices[currIndex - 1]*GLVertices[currIndex - 9] + GLVertices[currIndex]*GLVertices[currIndex - 8]); if (distance1 > brushSize/4) { //need to do something here [/CODE] Image of current result: [img]http://s9.postimage.org/5dso9ff33/Screen_Shot_2012_07_09_at_1_33_57_PM.png[/img] Can someone help me? Thanks in advance