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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.

nowubeing2

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  1. This^^   Without mip-maps, then if you're displaying a 2048 texture at a size of 128 pixels, then you're only using 1/16th of the data in each axis (or 1/256th of the data in total). the GPU has to read 1 texel, skip 15 texels, read 1 texel, skip 15 texels....   This is really bad for cache coherency. The GPU is not built to read lots of small pieces of individual data -- it much prefers to read large pieces of data. When it is asked to read one single texel from RAM, it will not just download that one single texel into the cache -- to save time, it will download (as an example, say) a 4*4 area of texels into the cache.   If you enable mip-maps, then the GPU has available to it, many versions of your texture: a 2048, a 1024, a 512 etc, etc... In this case, the GPU will instead choose to use the 128 sized mipmap, and it will regain cache efficiency.   thank you for your help!However, we are using this only in 2D games, not 3D.  We just make the full clip(u,v,x,y) of 2048 texture and scaled it in 128.Knowing that 2048 texture should be less efficient than 128, but the difference is too big. We think it is something special only in WebGL, but not for sure~
  2. No, we haven't(generated or enabled).  All textures are level 0.   part of source: this.newTexture = System2D.prototype.gl.createTexture(); System2D.prototype.gl.bindTexture(System2D.prototype.gl.TEXTURE_2D,this.newTexture); System2D.prototype.gl.pixelStorei(System2D.prototype.gl.UNPACK_FLIP_Y_WEBGL, true); System2D.prototype.gl.pixelStorei(System2D.prototype.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); System2D.prototype.gl.texImage2D(System2D.prototype.gl.TEXTURE_2D,0, System2D.prototype.gl.RGBA,System2D.prototype.gl.RGBA, System2D.prototype.gl.UNSIGNED_BYTE, v_image); System2D.prototype.gl.texParameteri(System2D.prototype.gl.TEXTURE_2D, System2D.prototype.gl.TEXTURE_MAG_FILTER, System2D.prototype.gl.LINEAR); System2D.prototype.gl.texParameteri(System2D.prototype.gl.TEXTURE_2D, System2D.prototype.gl.TEXTURE_MIN_FILTER, System2D.prototype.gl.LINEAR); System2D.prototype.gl.bindTexture(System2D.prototype.gl.TEXTURE_2D, null);
  3. Hi there,   We got some issues using GLSL developing Html5 apps. In a word, different sizes(power of 2) of textures resuilt in different execution efficiency.   Here is our demo: http://jfy19771224.sinaapp.com/displaydemo/index.html   In this DEMO, when Mickey Mouse is displayed, FPS will be sharply decreased. Because Mickey Mouse is a 2048*2048 texture and displayed in 128*128. All the other pics are 128*128 texture. 128 texture can be displayed more than 10000 times, while 2048 texture less than 500. We made the same test in C++ and JAVA using opengl es 2.0, and we don't get this problem.   Could you please tell us the reason and give us some suggestions about how to improve execution efficiency using GLSL?    Thanks