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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. This topic can be closed. I found someone.
  2. HPP http://pastebin.com/tV8z1w8c CPP http://pastebin.com/5V8hfjGN shader http://pastebin.com/AXkLjSNk (unimportant bits removed)   if I comment out line 88 and 89 (FBO stuff) in the CPP then things will be working. Otherwise I get Error 1286 INVALID_OPERATION: http://docs.gl/gl3/glBindFramebuffer   I think I just need to start a scratch project and follow some tutorials. The problem may be my lack of understanding of how binding should work and what order things need to be done, but I'm basically calling it quits on learning openGL, I have to get back to my normal work to pay the bills. Don't have time to learn openGL, but I have the funds to hire. Edit: At the same time, if someone could find where I'm going wrong with the FBO (the goal is to have the fragment shader draw to that, so basically I would see nothing being drawn), I might be able to figure out the rest.
  3. Was going to post in the jobs part of the website but it seemed overly complicated. Need help debugging my code. The important code is not that long, I can go over everything with you pretty quickly. The problem is a basic one. I can't bind a frame buffer object without getting an opengl error. I have almost no experience with openGL and I've been unable to figure out the problem after many many hours of trying, and this problem is causing a delay in product release. I want to create an FBO so that I can read/write pixel brightness values, then finally display an RGB image, translating the brightness values through a colormap texture. Actually, the colormap thing is already implemented and working. Now I just need a way of storing/reading/manipulating pixels with the fragment shader.   Contact me: soundemote@gmail.com Paid gig (name your price, will pay your hourly fee). Less than a day's worth of work. If debugging goes quickly, probably just a few hours of work at most.