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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.

Alexander Lopatin

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About Alexander Lopatin

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  1. OpenGL

    [quote name='beans222' timestamp='1350242653' post='4990119'] You could also use the keyword 'flat' before 'varying' to turn off interpolation for that variable. [/quote]Thanks [quote name='apatriarca' timestamp='1350248441' post='4990148'] Why are you using an ancient OpenGL version like 1.4 with the GLSL version introduced in OpenGL 2.1? If you need features introduced in GLSL 1.2, you are probably targeting GPUs which also support the OpenGL 2.1 version (and maybe also OpenGL 3.0). [/quote]I've got only old hardware right now (one of intel gma videocards), that supports only Open GL <=1.4, but GLSL 1.2 is also supported via ARB-extensions (not the way OpenGL >=2.0 works with). [quote name='Geometrian' timestamp='1350282564' post='4990279'] Also, I'm confused. (Global) uniforms act per-primitive. How did you manage different values of a per-triangle attribute for each vertex? [/quote]If I understand right---that caused by assigning uniform to varying variable and only then using it (varying var) in fragment shader.
  2. OpenGL

    The issue is resolved by declaring a uniform variable in fragment shader. By some reason I thought that it's impossible to use uniform variables inside a fragment shader.
  3. Hello. I'm new to GLSL and have another one nooby question: how to draw a textured polygon with opacity, that changes from C/C++ application? I'm using OpenGL 1.4 and GLSL 1.2 via ARB-extensions. Tried to set opacity using uniform variable to vertex shader and assign it to varying variable to use it in fragment shader—surly I see gradient-like opacity (that I don't want), 'cause of varying variable. Vertex shader looks like: [CODE]uniform float opacity; varying float vopacity; void main() { vopacity = opacity; gl_Position = gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; } [/CODE] and fragment one like: [CODE]uniform sampler2D tex; varying float vopacity; void main() { vec4 color = texture2D(tex, gl_TexCoord[0].st); if (color.a > 0.01) color.a = vopacity; //color.a = 0.4; // that works as I want, but it's not a variable gl_FragColor = color; }[/CODE] Googled this pretty simple problem all the day without success. I'd be glad if someone point me to the right way. Thank you! P.S. to admin/moderator: if I chose the wrong forum section—please move it to "For beginners".