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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.

CookedBird

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  1. Okay, I think I realized what my problem was. I didn't realize that you could change uniforms between draw calls, I thought everything was drawn once glFlush was called or something like that, so I thought it would be pointless to change the uniform. But if I understand right I can do something like this... [font=courier new,courier,monospace]glBindBuffer(GL_ARRAY_BUFFER, vbo_1); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_1); glUniform1fv(uniform_ skeleton, 10, skeleton_1); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); glBindBuffer(GL_ARRAY_BUFFER, vbo_2); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_2); glUniform1fv(uniform_ skeleton, 10, skeleton_2); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); glutSwapBuffers();[/font] ...If that is true then everything just made a whole lot more sense.
  2. I understand that, but what I'm confused about is how you tell each skeleton apart, what I have is [font=courier new,courier,monospace]uniform mat4 skeleton[][]; uniform vec4 worldpos[];[/font] [font=courier new,courier,monospace]in int joint;[/font] [font=courier new,courier,monospace]void main(void)[/font] [font=courier new,courier,monospace]{ mat4 mjoint = skeleton[meshID][joint]; vec4 new_vertex = gl_vertex + worldpos[meshID]; .... }[/font] but I don't know where to get the meshID from to tell the skeletons and worldpos apart, should it just be a vector attribute, or am I doing this wrong?
  3. Well I was also hoping to add more then just the position vector and also give it information about the mesh's skeleton. Where if I have 200 vertices per mesh and only 10 bones per mesh it would be a waist of memory to repeat the bones for each vertex. I'm trying to minimize the about of information I have to update and store on the graphics card. I did got the idea from instance rendering.
  4. Sorry if this is vague, but I don't really know what I'm looking for to solve this, and I don't really know what to ask. I have a couple different meshes that I am rendering with different vbos. What I want is to give each mesh a position vector (and possibly more info later on, such as a skeleton animation) that it will use to calculate the new position of the mesh in the vertex shader. Right now I am giving each vertex an attribute called meshID which then gets the mesh's position vector from a uniform vec3 array. I feel like there must be a better way of telling each mesh apart or even assigning attributes to each mesh, but I don't know what it would be.