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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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  1. Anyone? I currently really have problems with the rotation part. I would like to create the rotate function like unity, so that i can tell in which orientation to rotate. (world or local). But I dont know how to do that.
  2. I actually wanted to do the exact same thing as tuccio. I used glm (since I'm using OpenGL). This is how far I came: http://pastebin.com/xGfcYq0n (.h file) http://pastebin.com/xk1LzXJi (.cpp file) But it still doesnt provide all needed funtionality, for example I dont know how to implement scaling now. Some parts of the copy comes from google, so I also dont know if there is a better way to do it. Maybe we could build something useful together?
  3. For deferred rendering just render your normals in viewspace. For example in GLSL (vertex shader):   vec3 normals = ModelViewMatrix * vec4(iNormal, 0);   And a depth buffer in viewSpace. For example in GLSL (fragment Shader):   vec3 depth = gl_FragCoord.z / FarClip;   FarClip is the far clipping value of your viewPort/Camera. For example 1000.0f   Then reconstruct the Position in viewSpace with this function in the SSAO pass (fragment shader):     vec4 R5_clipRange = vec4(NearClip, FarClip, NearClip * FarClip, FarClip - NearClip);   float GetDistance (in sampler2D depthTexture, in vec2 texCoord) { return texture2D(depthTexture, texCoord).r * R5_clipRange.w; } vec3 GetViewPos (in sampler2D depthTexture, in vec2 texCoord) { float depth = (R5_clipRange.y - R5_clipRange.z / (GetDistance(depthTexture, texCoord) + R5_clipRange.x)) / R5_clipRange.w; vec4 pos = vec4(texCoord.x, texCoord.y, depth, 1.0); pos.xyz = pos.xyz * 2.0 - 1.0; pos = InvProjMatrix * pos; return pos.xyz / pos.w; }
  4. Ah yes the glGetError(); comes from copy & paste   Yes i already checked the framebuffer completeness and it says its complete.   Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other. I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Now actually only the custom matrices (and some minor stuff) differ from the main project. I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it    Well, when nothing works then i think i have to adapt the actual project to the test project part by part to see which of it causes the error 
  5. Ok, so i changed the framebuffer creation to: glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); [...] glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bufferTextures[GBUFFER_TEXTURE_COLOR],0); [...] But it still doesn't work :( In an other project with fixed pipeline functions it worked, but there i also draw the meshes with other functions ( glVertexPointer, glNormalPointer, glTexCoordPointer etc ). Maybe here lies the problem?
  6. Hello, i currently have a problem with my GBuffer. I draw to 3 textures in a Framebuffer object and then tried to show them with glBlitFramebuffer but i just dont see anyting. Even if I set everything to white in the shader the screen still stays black. I am rendering my meshes with a vertex array object. Here you can find how i setup everything: http://pastebin.com/BAiGeAPC Am i making anything wrong in general or is there just a simple logical fail like forgot something to call? greets C0dR
  7. Hello,     I am currently working on a student research project and have to develop a simple lemmings game. My world is made of 3D meshes and my lemmings are simple flat meshes made of 4 vertices with textures on it (kind of 2D sprites in 3D world).   Currently I am working on the collision detection but cant get it working. I assume you know how lemmings is working, so i need to detect wether the lemmings are on the ground or colliding with a wall. I also need a ramping functionality, so i can have uneven grounds.   For collision detection i made a simple mesh in a 3D program and set it a special name (beginning with COLL_). But I just cant figure out how to get the collision detection working. I already tried the solution from here http://www.discoverthat.co.uk/games/xna-triangle.htm but its not working properly for me since I cant really detect wether the lemmings are colliding with a wall or the ground. So I also tried to seperate the collision meshes in ground meshes and wall meshes, but now when the lemmings are not colliding with the ground anymore ( walking over a cliff) they make some kind of curve and are not directly falling to the ground. I already checked if I move them horizontally before letting them fall but thats not happening. I think the problem is the BoundingSphere, since its round and not quadric? Well, should i just try simple boundingBoxes instead of Meshes? But then i couldnt get ramps right?     Could anyone post a solution or give me some tips? I just have 2 Weeks left and dont even have the game mechanics ready     greets C0dR     P.S. I am german so bear with me