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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 rehcarlos

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  1. OpenGL

    You're right kauna   anyway, Freiman got it right   its finally working how I wanted it to :D   thanks everybody
  2. OpenGL

    You are completely right Freiman, thats the point of the loop, but this loop makes my scene stop, until sound is over. I need sound and scene to run together   What I need is a alternative to that loop
  3. OpenGL

    I tried without the loop, but the sound isnt even played :/   I believe that what happens is:   play   delete buffers delete source   But the delete buffers/source happens so fast that the sound is killed; is just my opinion though :/
  4. OpenGL

    Yes, I'm using alSourcePlay(source) before the loop   I dont think I have errors... because the program is following the instructions... but... how can I play a sound without using that do-while that is stopping my scene?
  5. I have a scene that is modified when mouse left button is clicked.   My problem is: this modified scene was supposed to appear with a sound, but the scene waits the sounds to finish before it renders itself.   I'm using this function: do {         alGetSourcei(source, AL_SOURCE_STATE, &state);  } while (state == AL_PLAYING); Of course, this function tells the program to wait. But what alternative could I use? if I remove this function, the sound isnt played   I even tried to create a function sound(), that is called after glutPostRedisplay but it still waits the sound complete to render   Thanks in advance,  
  6. When I said "they are already isolated" I meant: I already did what you said (isolate the fish from the rectangle)   Thats why I posted again, because even with this change, the rectangle is still in front of the fish :/   With the glTranslate(0.0f, 0.0f, -300.0f) before the rectangle, shouldn't glTranslate(0.0f, 0.0f, -350.0f) before the fish make it appear first?   And yes, I need to set things correctly. The problem is that I got stuck in this problem... after I manage it, I have a lot of things to rewrite
  7.   marc, thanks a lot for the big answer :)   Everything you said makes sense, but could you give me an example of moveFish_Z coordinate?   Because with the glTranslate(0.0f, 0.0f, -300.0f) before the rectangle, shouldn't glTranslate(0.0f, 0.0f, -350.0f) make the fish appear first?   They are already isolated by glPush and glPop matrix.
  8. I understand what you said, but... here are some screens to help:   This is the situation that made me create a new topic:     Now, if I translate the fish to 297.5 or 298, using glTranslatef(0.0f, 0.0f, 297.5f):     And if I use the rectangles vertex as zero:  
  9. Hello guys,   I have a .obj, and a rectangle, but even with glEnable(GL_DEPTH_TEST), obj is always behind the rectangle   I translated my obj to a point very close to the screen, but even though it is behind the rectangle.   main(): glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); ChangeSize(): void ChangeSize(GLsizei w, GLsizei h){     GLfloat fAspect;     if (h == 0){         h = 1;     }     glViewport(0,0,w,h);     fAspect = (GLfloat)w/(GLfloat)h;     glMatrixMode(GL_PROJECTION);     glLoadIdentity();     gluPerspective(45.0f, fAspect, 0.1, 425.0);     glMatrixMode(GL_MODELVIEW);     glLoadIdentity(); } RenderScene(): void RenderScene(void){     glEnable(GL_COLOR_MATERIAL);     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);         glEnable(GL_DEPTH_TEST);     glPushMatrix();     glTranslatef(0.0f, 0.0f, -300.0f);        glEnable(GL_DEPTH_TEST);     //Rectangle     glBegin(GL_POLYGON);     glColor4f(0.0,  0.0, 1.0, 1.0);     glVertex3f(-0.8, 0.5, 297.5 );     glVertex3f(0.9, 0.5, 297.5 );     glVertex3f(0.9, -0.2, 297.5 );     glVertex3f(-0.8, -0.2, 297.5 );     glEnd();     //Fish     glPushMatrix();         glColor3f(1.0f, 0.0f, 0.0f);         glRotatef(-300.0, 0.0f, 300.0f, 50.0f);         glScalef(0.3, 0.3, 0.3);         glEnable(GL_TEXTURE_2D);           glBindTexture (GL_TEXTURE_2D,texId1);           glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);         glCallList(displayList1);           glDisable(GL_TEXTURE_2D);     glPopMatrix();          glPopMatrix();     glutSwapBuffers(); } I would really appreciate some help .