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      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 glararan

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  1. That's not actually my problem like in video.. I don't have these problems with terrain
  2. So I should change TES shader. If I understand correct, I have to change following code: // Calculate the normal // This could be moved to a one-time pre-process step to create a normal map. // This would be a good candidate for a compute shader. // For deformable terrain, would need re-generating when terrain is modified const ivec3 offset = ivec3(-1, 0, 1); // Texel offsets float delta = 2.0 * horizontalScale / textureSize(heightMap, 0).x; // Horizontal displacement in world coords float left = textureOffset(heightMap, Out.texCoords, offset.xy).r; float right = textureOffset(heightMap, Out.texCoords, offset.zy).r; float top = textureOffset(heightMap, Out.texCoords, offset.yz).r; float bottom = textureOffset(heightMap, Out.texCoords, offset.yx).r; vec3 x = normalize(vec3(delta, right - left, 0.0)); vec3 z = normalize(vec3(0.0, top - bottom, delta)); vec3 n = cross(z, x);
  3. Hi there,   I'm looking for solution few months but still nothing. Last week I found new articles about this problematic. 2 articles saying there is problem with tessellation outer level. I set that settings for 0-3 to 7.0 but nothings changed.   What I tried for: 1) Set same height at neighbours... result: terrible! Look: Red thing mean border between tile.   2) Draw another thing "neighbour-fixer?" Result? Some camera angles destroy effect "it's part of original tile". Check top right corner of green thing.. Another thing... its using a lot of vertices.. I mean it's bit inefficient but better than nothing.   3) Shader solution? I mean my shaders are written bad so there is bug but I don't know how to solve it.   So my real question is... Is third mark possible to fix this whole problem? Can be shaders written incorrect and can be written correct to fix this thing?   Original screen problem:   All images were posted with tess level outer I mentioned.   Width, height of map: 1024x1024 Tiles: 16 (256x256)   Articles: http://gamedev.stackexchange.com/questions/70096/what-is-the-role-of-tessellation-in-terrain https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf http://stackoverflow.com/questions/23530807/glsl-tessellated-environment-gaps-between-patches http://www.diva-portal.org/smash/get/diva2:566135/FULLTEXT01.pdf     Or do you have any other solution?     Vertex: http://pastebin.com/t2CrJ0f7 Geom: http://pastebin.com/C7JPGpeD TCS: http://pastebin.com/rm5DgpPu TES: http://pastebin.com/DsruCktp   Thanks for reply and help!
  4. Wou! Dostal jsem #HeroesOfTheStorm pozvánku! Jde se pa?it dneska... práce jde stranou :))
  5. RT @joebelfiore: And... if you're on the Developer Preview, go CHECK FOR UPDATES! WP8.1 Update is now live around the world!
  6. Porting application to Linux under than 30 minutes with external libraries.. result: http://t.co/UxvloJc0yr #OpenGL4 #Qt5 #Linux #Windows
  7. QEditor alfa verze venku s trailerem :) https://t.co/Ks1dloEPaT
  8. RT @Wladass: Dp? se mi to samo p?eplo na ten novej vzhled. #fuckTwitter
  9. Hi,   I have terrain based on level of detail. I'm using tessellation and I have cracks between each map. I have no idea how to fix this.   If someone have an idea please, share it with me. Thanks!   Below you can see cracks between map (red lines mean border of each map)  
  10. Hello,   I'm coming for advice how to make flatten tool with option angle.   What I have done? Simple, I have whole function for making flat terrain, also in following picture you can see its working.   I'm using following formula to making terrain flatten: // @change(float) = pow(0.2f, dt) // @mapData[index](float): heightmap // @y(float): height at cursor position float changeFormula = change * mapData[index] + (1 - change) * y; mapIndex[index] = changeFormula; // sending mapIndex[index] to repaint Now what I want to do with terrain? Simple again... following picture for better describing   Biggest trouble for me is making formula, I don't know how to make it. If you are math genius tell me please what I need or if its very easy for you if you can solve it.   Thanks.
  11. Batman Arkham Origins dohráno :)
  12. WOW už se t?ším na BlizzCon! Schedule list už je hotový! http://t.co/Jubm1hk48i #WoW