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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.

JoeyDewd

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  1. I've been thinking about something similar; like-minded individuals where each has a certain expertise in a specific field (in your chase technical art) that can help each other wherever possible e.g. in like a skype text chat group with 10 - 15 people or so. I'm quite knowledgeable in OpenGL and could probably use some advice from a technical artist as well from time to time so like an eye for an eye ;)   Send me a private message if you're up for it :)
  2. Great! That'll probably save some headaches in the future
  3. Not at all :) someone should probably update the wiki :p
  4. The text of the font rendering tutorial is incorrect.    Passing GL_ALPHA as the texture's format and internal format parameter is incorrect. What you want instead if pass GL_RED as the texture's format/internal-format and access the .r component from the texture sampling in your shaders like so: outColor = vec4(1, 1, 1, texture(glyphTexture, TexCoords).r);
  5. C++ Primer is a good thourough book on the C++ language together with C++11 features. Do note that the book tries to discuss almost all aspects of the C++ language (most in a brief fashion) together with a large section of the STL. Since it discusses a large portion of the language, it's a good book to read through and then later use it for reference.   If you'd really want to delve into what C++ has to offer and how to use it, it definitely is a good book, but a large read ;) If you just want to create videogames using C++ you're probably better off reading a smaller (more game-oriented) C++ book in my opinion.
  6. If each of your vertices consists of 5 floats, the stride parameter should be equal to the total size of a single vertex (in this case, 3 positions floats and 2 texture coordinate floats) so 5 * sizeof(GLfloat). The last parameter defines the offset for each vertex attribute within a single vertex. The positions are at the start of each vertex so the offset is NULL. However, the texture coordinates start after the 3rd float of your data per vertex so its offset should be 3 * sizeof(GLfloat). This is all assuming your vertex data is tightly packed.   Your code should then look like this: glEnableVertexAttribArray(shaderProgram.vertexAttribute); glVertexAttribPointer(shaderProgram.vertexAttribute, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), NULL); glEnableVertexAttribArray(shaderProgram.uvAttribute); glVertexAttribPointer(shaderProgram.uvAttribute, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)); Note that if your data is tightly packed, you could also set the stride equal to 0, after which OpenGL will figure out the stride itself, but in my opinion its usually best to specify it explicitly so you won't get any surprises.
  7. You need to multiply your light position with only the view matrix. Multiplying it with gl_ModelViewMatrix multiplies it with both the model and view matrix, which is not correct. Unfortunately I'm not too familiar with pre 3.3 OpenGL. I searched it up and it seems you can't retrieve just the view matrix in GLSL which makes doing lighting calculations like this quite cumbersome if I'm honest. Maybe someone else knows how to retrieve the view matrix pre 3.3?    If definitions like world space, view/camera space sounds confusing to you I suggest you look up a tutorial or article about OpenGL's coordinate systems; once you get the hang of the different spaces, lighting becomes much eassier to understand :)
  8. Your lightPos variable is in world space e.g. a position in the global world, while your normal and vertexPos are in view space e.g. as seen from the viewer. Because you're doing calculations on variables that are in different spaces you get wrong results.  You should transform your lightPos vector to view space as well by multiplying this with the view matrix of your scene to get it to the view space.