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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.


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  1. Thank you all so much for the suggestions, it is REALLY appreciated! lawnjelly you are my saviour, I added mipmaps and immediately got a white square (they were not part of the tutorial that I was using as a reference so I didn't realise they were so important). cgrant I thought that you had found the problem but strangely it works even without sending the uniform location, not sure why. Thanks again to everyone!
  2. Hi, I am trying to define my own texture but struggling to get even a simple test to work. I have been hitting my head against the wall all day unable to move past this issue (I am sure you remember the feeling) so any help would be gratefully appreciated. -> I am just seeing a black box where the texture colour should be (in this simple test I am just expecting a white box in the middle of the screen) ->There is no error from glGetError() and the shader compiles and links without giving an error. ->In the fragment shader if I comment out the texture line and instead just return a vec4  then it will display a solid colour with no problem I have posted the essential elements of the code below. Can anyone spot what I am missing?   //Position vertices and texture coordinates for a box GLfloat screen2DVertices[] = { //x, y, z //u, v -0.8f, -0.8f, 0.0f, 0.0f, 0.0f, // bottom left corner -0.8f, 0.8f, 0.0f, 0.0f, 1.0f, // top left corner 0.8f, 0.8f, 0.0f, 1.0f, 1.0f, // top right corner 0.8f, -0.8f, 0.0f, 1.0f, 0.0f, // bottom right corner }; GLushort screen2DIndices[] = { 0,1,2, // first triangle (bottom left - top left - top right) 0,2,3 // second triangle (bottom left - top right - bottom right) }; //Texture width in pixels const int TEXTURE_WIDTH = 32; const int TEXTURE_HEIGHT = 32; //3 RGB values per pixel float texturePixels[TEXTURE_WIDTH * TEXTURE_HEIGHT * 3]; //Test with all white r = g = b = 1.0f for (int i = 0; i < TEXTURE_WIDTH * TEXTURE_HEIGHT * 3; i++) { texturePixels[i] = 1.0f; } GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Load texture GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGB, GL_FLOAT, texturePixels); GLuint vbo; glGenBuffers(1, &vbo); // Create an element array GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(screen2DVertices), screen2DVertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(screen2DIndices), screen2DIndices, GL_STATIC_DRAW); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation(screenShader.Program, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)0); GLint texAttrib = glGetAttribLocation(screenShader.Program, "texcoord"); glEnableVertexAttribArray(texAttrib); glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat))); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); screenShader.Use(); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0); glfwSwapBuffers(window); } Shaders: //---------------------------Vertex Shader------------------------------------------ #version 330 core in vec3 position; in vec2 texcoord; out vec2 Texcoord; void main() { Texcoord = texcoord; gl_Position = vec4(position, 1.0); } //---------------------------Fragment Shader------------------------------------------ #version 330 core in vec2 Texcoord; out vec4 outColour; uniform sampler2D tex; void main() { outColour = texture(tex, Texcoord) * vec4(1.0f); }
  3. Thanks [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Yes, its 2D I am using SDL. okay looks like that is the way to go! EDIT: Works a treat!
  4. But surely you have to either move a pixel or not? You can't move 0.02 pixels?
  5. Hello Everyone,[list] [*]I update the position of my objects every time I go through my game loop [*]I have a function that calculates the number of loops per second, lets say there are 100 [*]I want to move my object at a constant rate of 30 pixels per second (which is already quite fast) [*]This means that I should move my object 0.3 pixels per loop [*]This is a problem! [/list] How do you normally get around this? Thanks!
  6. Thank you very much for your attempt to help! I have tried both downloading a font (Eight One.ttf) and getting one from the windows fonts folder (arial) I have both these font files copied into the Release folder, Debug folder the folder where the project is and also in the folder C:\fonts It seems like I am trying every possible thing!?!? [CODE] TTF_Font* font = TTF_OpenFont("arial", 50); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("Eight One", 50); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("Eight One.ttf", 50); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("C:\\fonts\\Eight One.ttf", 12); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("arial.ttf", 12); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("Eight One.ttf", 12); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("./arial.ttf", 12); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } font = TTF_OpenFont("./Eight One.ttf", 12); //Magic number if (font == NULL){ std::cerr << "Unable to load font" << std::endl; } else{ SDL_Color red; //Move this definition red.r = 255; red.g = 0; red.b = 0; textSurface_ = TTF_RenderUTF8_Blended(font,text.c_str(),red); } [/CODE] Each of these returns NULL. I am sure it is just something silly but I have initialised SDL_TTF (after I have created the screen) I am just stuck for ideas?? Its so frustrating when you just cannot move your project forward even though you know what the problem is!
  7. I have exactly the same problem as http://www.gamedev.net/topic/559313-sdl-sdl_ttf-font-wont-load-osx-104-solved/ which he has solved, but I just don't know what he means by src folder? At first I thought he might mean the folder where all the source files are but that didn't work...so close to the answer but oh so far!
  8. Thanks Bacterius! I have just reread that section and you are exactly right! Thank you so much! It makes a lot more sense to me now It is a very good book in general even if the variable names are very misleading here!
  9. Sorry to reference such an old thread but [url="http://www.gamedev.net/topic/548538-arrival-steering-behavior/"]http://www.gamedev.n...ering-behavior/[/url] refers precisely to the thing I am having trouble understanding! In [quote name='DrunkenBrit' timestamp='1254071867' post='4533025'] //calculate the speed required to reach the target given the desired //deceleration double speed = dist / ((double)deceleration * DecelerationTweaker); [/quote] How does this calculate the speed? I just cannot understand it, besides doesn't x/a have the dimensions of time squared? I think it should be completely different, I am obviously missing something u-Initial (current) velocity required (what we want to calculate above) v - Final velocity (in this case zero) x - Distance to target "dist" in the above? a - The acceleration, in the above a = -deceleration * DecelerationTweaker? Constant acceleration equation: v^2 = u^2 + 2ax therefore u = sqrt(2*deceleration * DecelerationTweaker*x) Can anybody point out the error?