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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. Didn't want to repeat question so see here: http://stackoverflow.com/questions/23150123/loading-png-with-stb-image-for-opengl-texture-gives-wrong-colors   Feel free to post answer on here.
  2. Thank you Sir.   I hadn't initialised my translation vector in the Transform class.
  3. Hello All,   I am developing a Minecraft clone in C++/OpenGL on Linux. I am using SDL2 for creating a window and an OpenGL context.   Everything seems to be working - except not all the time. Sometimes when I run my game, it works. The next time I run it, it won't render anything (just the clear color).   You can view the source code of the game on GitHub here: http://github.com/brettmw/cubed   Screenshot of when it's functioning correctly:   And when it's not:  
  4. Thank you.   MaxVertexIndex was 0xFFFE.   Problem Solved.
  5. Creating: g_pD3DDevice->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY | D3DUSAGE_SOFTWAREPROCESSING, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) Binding: g_pD3DDevice->SetIndices(g_pIB); Drawing: g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, primitives * 2, 0, primitives); And if it helps, this is how I create the device (the software vertex processing device is used as my hardware doesn't support hardware vertex processing): D3DPRESENT_PARAMETERS D3Dpp; ZeroMemory(&D3Dpp, sizeof(D3DPRESENT_PARAMETERS)); D3Dpp.AutoDepthStencilFormat = D3DFMT_D16; D3Dpp.BackBufferCount = 1; D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8; D3Dpp.BackBufferHeight = pGame->screenHeight; D3Dpp.BackBufferWidth = pGame->screenWidth; D3Dpp.EnableAutoDepthStencil = TRUE; D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; D3Dpp.Windowed = !pGame->fullscreen; D3Dpp.hDeviceWindow = hWnd; if(!(SUCCEEDED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,     D3DCREATE_MIXED_VERTEXPROCESSING, &D3Dpp, &g_pD3DDevice)))) {     if(!(SUCCEEDED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,         D3DCREATE_SOFTWARE_VERTEXPROCESSING, &D3Dpp, &g_pD3DDevice))))    {         return false;    } }
  6. What??? Apparently my graphics card doesn't support drawing indexed primitives!??! I changed it so that it doesn't use an index buffer (DrawPrimitive rather than DrawIndexedPrimitive) and it fixed the problem.....   So, does my graphics card not support indexing, or am I doing something wrong?
  7. Distant primitives are not rendered, only primitives as close as shown in the second screenshot are drawn.   I am using software vertex processing - CreateDevice() fails with D3DCREATE_HARDWARE_VERTEXPROCESSING.
  8. Fixed function pipeline.   Thanks for replies.
  9. I have tried disabling fog, the problem still existed.   zNear = 0.2f zFar = 300.0f
  10. I am having issues with rendering correctly using the HAL device. Rendering works perfectly with a REF device.   The issue is that most of the geometry is clipped except the part near to the camera, but not too close.   Here are two screenshots illustrating the issue: REF device (correct rendering):   HAL device (incorrect rendering):   I suspect it is a driver issue, but other games run fine. Maybe I am trying to use an unsupported feature? What would cause such an issue as seen above?   EDIT: I have an Intel G33/G31 Express Chipset
  11.   Or a not-so-high level language such as C++ IMO is much better - just as easy to use once you learn it but much more control.
  12. Hi all.   Announcing my Voxel Engine project that I've been working on for the past few weeks. It is no where near finished. It is made in C++ with the Direct3D graphics library.   I have yet to decide a name for it (any suggestions would be much appreciated).   You can follow the development on my youtube channel http://youtube.com/mc838783   Download link is on my youtube channel.
  13. Yup, I added support for negative positions, or rather removed obstacles for them. I made the mistake of limiting the game in the early stages - "i wont need negative positions". However it didn't prove too difficult at all. All I did was changed unsigned ints to ints and remove a few negative-checks, added in a few negative-checkers (-1 off negative numbers because they truncate upwards whereas positive numbers truncate downwards). I am glad that I used the concept of chunks in the early stages.   This seems to have solved the problem.   Here is a video of the game showing off the (semi)infinite terrain generation (although it's very slow at the moment): https://www.youtube.com/watch?v=YONsFIyrCOo