• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

113 Neutral

About tactical_salamander

  • Rank
  1. OpenGL

    That article is a fantastic read! Thank you!   Unfortunately I'm on the PC. I hope that someday, PCs will be able to have a unified memory architecture like the current batch of next gen consoles.   This makes a lot of sense. I can still use a system like this even without complete memory management access, if I have one giant vertex buffer divided logically into 4k chunks for example, with a bitmap to see what's allocated.      Also I just read that the cost to set the active vertex buffer is fairly minimal, so maybe it was a bit foolish of me to immediately start thinking about optimizing. I had assumed that the cost to bind a vertex buffer was on the same order of magnitude as the cost to bind a texture, but after some further testing it seems to be much faster.    I wish there was a giant test database of different video cards and how long they take to complete certain OpenGL commands.
  2. Hello, Gamedev. I'm a long-time lurker, first time poster.   Recently, I've been working on a graphics engine as a hobby. One of the things I would like to be able to do, if only to experiment, is dynamically stream in meshes to the graphics card as needed. Consider a game like one of the newer Grand Theft Auto games, where there are gigabytes of complex meshes for objects like cars, but at any given moment only a couple hundred are in memory.   Since I don't know the lifetime of any of the game objects a priori (it depends on where the player is and what they're doing), I need form of memory manager for the video memory objects. I could probably write a simple linked-list based heap or something, but I hesitate to do so before learning about other solutions to this problem, especially since free-roaming games are becoming increasingly popular and this may well be a solved problem.    Strangely, I have been unable to find any information about this issue. Most of the articles I've found just statically allocate the vertex buffers and load everything at once, but this is not suitable when the size of the assets exceeds video memory. The simplest solution I can think of is to assign a vertex buffer to each mesh, because then the video driver will manage the memory for me. I have heard that doing this can be slow, however.   Thanks in advance for providing any suggestions or experience. I am working in OpenGL currently, if it matters.