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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. thanks for the tip, i had no idea about that phenomenon.   works fine now, thanks a lot!
  2. Hello,   im trying to load the sponza scene using opengl and the assimp library. but some texture and models become full of artifacts when im looking from a far.   i create mipmaps for every texture in the scene. i create 1 VAO, 1 VBO and 1 IBO for each mesh in the scene (about 78 total according to opengldebugcallback message).   i clear color, depth and stencil every frame. i also set the culling mode as:   glEnable(GL_CULL_FACE); glFrontFace(GL_CCW);   but as you can see from the images, when im close the the lion head everything seems good, but i move away from it and i get all these issues. the same for the green and red textures on the walls (they look fine when close them).   also this bug doesnt happen with anything else like the walls, doors, windows, etc. is there something im missing?
  3. it works prefect now!   i forgot to write in my post that i did try to solve it to be negated and i did get the -1, -1 sum vector but for some reason i got -2,2 on the multiplication vector.. anyway thanks a lot!
  4. Hello,   so using gl_VertexID we can create a fullscreen triangle without using any vertex buffer, index buffer or vertex array. heres the code for the directx one: out_texture = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); gl_Position = vec4(out_texture * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f); please ignore the fact that i used gl_Position instead of whatever they use in directx.   anyway, we can just draw 3 vertices (glDrawArrays(GL_TRIANGLES, 0, 3)) and the vertex shader for each vertex will create a vertex position and UV coord. problem is, that vertex shader creates UV coords with [0,0] at top left instead of bottom left like opengl requires. so i think a change is needed when setting the gl_Position. if i understand correctly this is what happens: gl_VertexID = 0 makes out_texture = 0,0 and gl_Position = -1,1 (top left) and i want gl_Position = -1,-1 (bottom left) gl_VertexID = 1 makes out_texture = 2,0 and gl_Position = 3,1 (top right) and i want gl_Position = 3,-1 (bottom right) gl_VertexID = 2 makes out_texture = 0,2 and gl_Position = -1,-3 (bottom left) and i want gl_Position = -1,3 (top left) google is full of search results showing the directx vertex shader, but i cant find a single one using opengl.. any help is welcome.