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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 madgallagher

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  1. OpenGL

    Thanks, I'll check out the GL_EXT_compiled _vertex_array. I get the same problem when I have varied colours at the vertex and just change the values to say RGB ->RBG. Basically, any change to the colour array causes the problem.   I appreciate all your comments gentlemen.
  2. OpenGL

    Its all in C baby. I am not using anything like GLEW or SDL. Its pretty basic stuff.   Do you think it is a driver issue which is out of my control ??
  3. OpenGL

    Yes, sorry I forgot to add in the glDisableClientState commands. These are all deleted after the tris are drawn each time.   I added in VBOs and got the same effect even when deleting the VBO. Even simply using glBegin/End for the rendering (shock horror !!) causes the same effect.   It is kind of driving me crazy..................
  4. OpenGL

    OK, the render code is basically as follows:   glShadeModel(GL_SMOOTH); glEnable(GL_COLOR_MATERIAL) glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT); glColorMaterial(GL_FRONT_AND_BACK,GL_SPECULAR); glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);   glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(....); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(...); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(....); glDrawElements(........);   So, I am just using arrays, not VBOs. All I do is update the values in the color array that glColorPointer points to before I come into this routine.   The problem is, on a 1GB graphics card, if I am using 600MB and then change the color, it swamps the card and the system starts badly lagging because it is trying to double the memory usage.
  5. OpenGL

    Hi   I am using the latest linux driver from Nvidia. The card is pretty old. Its an FX3800, but we see the same issue on an FX4000. The same routines are used for both types of shading. I'm simply changing the values in the color array. Nothing else.   We get the same "doubling" of memory usage on smaller models too. Its like when the color array is updated, the memory is not re-allocated on the card properly.
  6. Hi Guys   I have a weird issue on opengl. I am rendering a lot of tris (millions) using vertex arrays. Here is the issue.   If I load up the tris and display as shaded with a constant color, the video memory is showing around 600MB.   If I then change the color array values to be varied at different vertex, the memory usage increases to around 1GB. If I then spin the model around, the memory usage slowly decreases to around 600MB (after a couple of minutes).   But, if I load up the model straight away with varied shading, the memory is only 600MB.   This is on linux, so is it a driver issue ? Or is there something more obvious I am neglecting.   I am using nvidia-smi to check the graphics memory usage.   Cheers in advance for any help !