• Announcements

    • khawk

      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.

CoffeeandCode

Members
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

188 Neutral

About CoffeeandCode

  • Rank
    Newbie
  1. Taking your last idea: just generate one vbo on the fly with the limbs your player has chosen, rather than having 9.699999 million unused vbo's.
  2. No, they didn't deprecate the creation of framebuffers in the version it was added :L you're probably trying to write to a read-only framebuffer or not loading the correct opengl version in your program.
  3. Have you tried clearing it with glClear(GL_COLOR_BUFFER_BIT) then swapping the buffers? Sounds like you're just looking at a garbage front buffer
  4. If your graphics drivers are any good, it will only do the multiplication once. If your driver can't perform this optimization, switch gpu vendor.
  5. You can't be doing this, its too expensive. If you modify a model matrix, don't update your projection matrix just for shits and giggles, that's inefficient and a huge performance drop. Imagine how many times per second you are doing that! Instead, figure out the offset of each matrix into the buffer and store those indices then whenever you NEED to do an operation, map the buffer and modify the matrix based on one of those indices. Also, instead of working out the model view proj matrix on the CPU, do the multiplication in your shader. GPUs are far better at matrix multiplication in almost any situation.
  6. Instead of answering the question (because I don't know) I'll just suggest you use `glDrawBuffer(GL_NONE)` to explicitly tell it not to draw to a color buffer. I dont use a fragment shader with this setting and Everything runs great.
  7. What exactly is the question? How to open up a context or how to send the render over tcp/ip?
  8. Hello. I have been working on a game engine for a couple of days now and I've had it rendering a colourful cube and playing sounds in OGG format, but, after refractoring my code-base to make things easier it no longer displays the cube! (This happened when I put the shader program and methods into a seperate class) What could be the problem?   OpenGL/SDL2 context class: class RenderContext{ public: RenderContext(); ~RenderContext(); void draw(); //void swapbuffers(); int16_t good; ShaderProgram *program; private: WindowSDL *window; FontLoading *fonts; };       ShaderProgram blass: class ShaderProgram{ public: ShaderProgram(){ } ShaderProgram(const char *vsPath, const char *fsPath){ int32_t compileStat, linkStat; uint32_t vertexS = glCreateShader(GL_VERTEX_SHADER); uint32_t fragS = glCreateShader(GL_FRAGMENT_SHADER); string vsSource = LoadFile(vsPath); string fsSource = LoadFile(fsPath); const char *source = vsSource.c_str(); glShaderSource(vertexS, 1, &source, NULL); source = fsSource.c_str(); glShaderSource(fragS, 1, &source, NULL); glCompileShader(vertexS); glGetShaderiv(vertexS, GL_COMPILE_STATUS, &compileStat); if(compileStat == 0){ char BUFFER[256]; glGetShaderInfoLog(vertexS, sizeof(BUFFER), NULL, BUFFER); cerr << "-!- Error compiling vertex shader: " << BUFFER << endl; good = false; return; } glCompileShader(fragS); glGetShaderiv(fragS, GL_COMPILE_STATUS, &compileStat); if(compileStat == 0){ char BUFFER[256]; glGetShaderInfoLog(fragS, sizeof(BUFFER), NULL, BUFFER); cerr << "-!- Error compiling fragment shader: " << BUFFER << endl; good = false; return; } program = glCreateProgram(); glAttachShader(program, vertexS); glAttachShader(program, fragS); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &linkStat); if(!linkStat){ cerr << "-!- Error linking program." << endl; good = false; return; } good = true; } void getUniform(uint32_t &location, const char *uniformName){ location = glGetUniformLocation(program, uniformName); assert(location != 0xFFFFFFFF); } void bind(){ glUseProgram(program); } void unbind(){ glUseProgram(0); } ~ShaderProgram(){ glDeleteProgram(program); glUseProgram(0); } bool good; uint32_t program; };   Included a screenshot of output now and a screenshot of output then. Thanks.   [attachment=14958:Screenshot from 2013-04-16 23:12:34.png] [attachment=14959:Screenshot from 2013-04-18 18:12:26.png]