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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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About Bogdan.Vlad

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  1. OpenGL

    Thank you all for your help, creating a Vertex Array Object fixed the problem. It's actually sad that I had to spend so much time figuring out what the problem was.
  2. OpenGL

    After browsing some forums I found out that nVidia enforces the use of use vao + vbo with 3.x. with the new drivers. The problem is that I don't know what VAO is or where I should use it , I am already using VBO if you guys can help by pointing me in the right direction on how I should use VAO I would appreciate it very much.
  3. OpenGL

    This function is called in the rendering loop, and I have two error checks before and after the function. [source lang="java"]CHECKOGLERRORS; glVertexAttribPointer ( ... ); CHECKOGLERRORS;[/source] I am not sure what the last parameter should do and how I could change it because I think that's the problem.
  4. OpenGL

    After checking for OpenGL errors, I managed to pinpoint the problem to this line of code : [source lang="cpp"]glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0 );[/source] which is the vertex attribute buffer. It just says "inavlid operation".
  5. Hello, I have an issue with an "engine" that I "wrote" , the problem is that the 3D models are not rendered (.obj) , and this only occurs on nVidia graphic cards ,I only tried on GT 220, and GT 430, I also tried running the application on an ATI video card and it has no problems, also the shaders are compiling correctly. The OpenGL context is actually initializing cause I can see the glClear color. If you guys can help me with any information about his problem , or if you encountered this before please help. Thank You!