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necreia

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  1. In the end, it was the texture size issue. For any Googlers out there, this works:   uint16 mDisplayHeight = 1000; uint16 mDisplayWidth = 1600; int32 mVideoFlags; // Init SDL SDL_Init(SDL_INIT_VIDEO); mVideoFlags = SDL_OPENGL; // Use OpenGL in SDL mVideoFlags |= SDL_HWPALETTE; // Hardware enabled palette const SDL_VideoInfo* sdlVideoInfo = SDL_GetVideoInfo(); if (sdlVideoInfo->hw_available) mVideoFlags |= SDL_HWSURFACE; // Hardware enabled surfaces else mVideoFlags |= SDL_SWSURFACE; // Software enabled surfaces if (sdlVideoInfo->blit_hw) mVideoFlags |= SDL_HWACCEL; // Hardware enabled blitting SDL_SetVideoMode(mDisplayWidth, mDisplayHeight, 32, mVideoFlags); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); // Initialize OpenGL glewInit(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); // Create the frame buffers and textures unsigned int mFrameBufferTexIDs[2]; unsigned int mFrameBufferObjectIDs[2]; for (int i = 0; i < 2; i++) { glGenFramebuffers(1, &mFrameBufferObjectIDs[i]); glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObjectIDs[i]); glGenTextures(1, &mFrameBufferTexIDs[i]); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mFrameBufferTexIDs[i]); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, mDisplayWidth, mDisplayHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, mFrameBufferTexIDs[i], 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, mDisplayWidth, mDisplayHeight, 0, -1, 1); glMatrixMode(GL_MODELVIEW); // Framebuffer and texture arrays are as follows: // 0 : Final output (what I want to present to the screen) // 1 : Intermediate output (what I want to render to and then render THAT to the screen) bool renderToIntermediateFBO = true; while(true) { if (renderToIntermediateFBO == false) { glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObjectIDs[0]); // Draw a quad with no texture glDisable(GL_TEXTURE_RECTANGLE_ARB); glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS); glVertex2i(10, 10); glVertex2i(50, 10); glVertex2i(50, 50); glVertex2i(10, 50); glEnd(); glEnable(GL_TEXTURE_RECTANGLE_ARB); } else { glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObjectIDs[1]); // Draw a quad with no texture glDisable(GL_TEXTURE_RECTANGLE_ARB); glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS); glVertex2i(10, 10); glVertex2i(50, 10); glVertex2i(50, 50); glVertex2i(10, 50); glEnd(); glEnable(GL_TEXTURE_RECTANGLE_ARB); // Draw the intermediate FBO onto the final FBO glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObjectIDs[0]); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mFrameBufferTexIDs[1]); glBegin(GL_QUADS); glTexCoord2i(0, mDisplayHeight); glVertex2i(0, 0); glTexCoord2i(mDisplayWidth, mDisplayHeight); glVertex2i(mDisplayWidth, 0); glTexCoord2i(mDisplayWidth, 0); glVertex2i(mDisplayWidth, mDisplayHeight); glTexCoord2i(0, 0); glVertex2i(0, mDisplayHeight); glEnd(); // Draw another untextured quad on the final FBO glDisable(GL_TEXTURE_RECTANGLE_ARB); glColor3f(0.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glVertex2i(20, 20); glVertex2i(60, 20); glVertex2i(60, 60); glVertex2i(20, 60); glEnd(); glEnable(GL_TEXTURE_RECTANGLE_ARB); } // Present the final information to the screen glBindFramebuffer(GL_FRAMEBUFFER, 0); glLoadIdentity(); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mFrameBufferTexIDs[0]); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2i(0, mDisplayHeight); glVertex2i(0, 0); glTexCoord2i(mDisplayWidth, mDisplayHeight); glVertex2i(mDisplayWidth, 0); glTexCoord2i(mDisplayWidth, 0); glVertex2i(mDisplayWidth, mDisplayHeight); glTexCoord2i(0, 0); glVertex2i(0, mDisplayHeight); glEnd(); SDL_GL_SwapBuffers(); }  
  2. I disable GL_TEXTURE_RECTANGLE in order to unbind the current texture, so that the quad that is rendered is simply color splashed. I'm rendering 2D style, so Ortho should handle what I would have used viewport for. I've not see that frame debugger before. Thanks. I'll take a look. When I try and dump the texture memory manually of that second texture, it doesn't appear that anything is being written there. Even more surprising, there are no GL_ERRORS! I've even adjusted the generated texture to be a power of two. It has to be something simple... I just know it. Edit: Oh, I had an extra disable. I see what you mean. Clipped it out.
  3. I've been battling this long enough that I feel I must throw in the towel and ask for help.  Ultimately, I'm trying to render to a FrameBufferObject, and then render that to another FrameBufferObject.  Since I couldn't get it working in my game engine, I ran out to the net and cobbled together a really basic example in order to remove impacting variables. Even after this, I just can't get it.  See here:   uint16 mDisplayHeight = 1000; uint16 mDisplayWidth = 1600; int32 mVideoFlags; // Init SDL SDL_Init(SDL_INIT_VIDEO); mVideoFlags = SDL_OPENGL; // Use OpenGL in SDL mVideoFlags |= SDL_HWPALETTE; // Hardware enabled palette const SDL_VideoInfo* sdlVideoInfo = SDL_GetVideoInfo(); if (sdlVideoInfo->hw_available) mVideoFlags |= SDL_HWSURFACE; // Hardware enabled surfaces else mVideoFlags |= SDL_SWSURFACE; // Software enabled surfaces if (sdlVideoInfo->blit_hw) mVideoFlags |= SDL_HWACCEL; // Hardware enabled blitting SDL_SetVideoMode(mDisplayWidth, mDisplayHeight, 32, mVideoFlags); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); // Initialize OpenGL glewInit(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); /** First FBO - The Render One **/ uint32 mFinalFBOTexID = 0; uint32 mFinalFBOID = 0; glGenFramebuffers(1, &mFinalFBOID); glBindFramebuffer(GL_FRAMEBUFFER, mFinalFBOID); glGenTextures(1, &mFinalFBOTexID); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mFinalFBOTexID); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, mDisplayWidth, mDisplayHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, mFinalFBOTexID, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); /****/ /** Second FBO - Intermediate **/ uint32 mSecondRenderTextureID = 0; uint32 mSecondRenderTextureFBO = 0; glGenFramebuffers(1, &mSecondRenderTextureFBO); glBindFramebuffer(GL_FRAMEBUFFER, mSecondRenderTextureFBO); glGenTextures(1, &mSecondRenderTextureID); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mSecondRenderTextureID); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 300, 300, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, mSecondRenderTextureID, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); /****/ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, mDisplayWidth, mDisplayHeight, 0, -1, 1); glMatrixMode(GL_MODELVIEW); // Execution Loop while(true) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, mFinalFBOID); // X1 //glBindFramebuffer(GL_FRAMEBUFFER, mSecondRenderTextureFBO); // X2 // Draw a quad glDisable(GL_TEXTURE_RECTANGLE_ARB); glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS); glVertex2i(10, 10); glVertex2i(50, 10); glVertex2i(50, 50); glVertex2i(10, 50); glEnd(); glEnable(GL_TEXTURE_RECTANGLE_ARB); /* X2 glBindFramebuffer(GL_FRAMEBUFFER, mFinalFBOID); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mSecondRenderTextureID); glBegin(GL_QUADS); glTexCoord2i(0, 100); glVertex2i(0, 0); glTexCoord2i(100, 100); glVertex2i(100, 0); glTexCoord2i(100, 0); glVertex2i(100, 100); glTexCoord2i(0, 0); glVertex2i(0, 100); glEnd(); */ // Draw the 2D Layer on top glBindFramebuffer(GL_FRAMEBUFFER, 0); glLoadIdentity(); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mFinalFBOTexID); glBegin(GL_QUADS); glTexCoord2i(0, mDisplayHeight); glVertex2i(0, 0); glTexCoord2i(mDisplayWidth, mDisplayHeight); glVertex2i(mDisplayWidth, 0); glTexCoord2i(mDisplayWidth, 0); glVertex2i(mDisplayWidth, mDisplayHeight); glTexCoord2i(0, 0); glVertex2i(0, mDisplayHeight); glEnd(); // Present the information SDL_GL_SwapBuffers(); }   This code renders a yellow quad without any problems.  But, if I uncomment the two X2 blocks and comment out the X1 block, I get a black screen.  I can't seem to figure out how to paint to and render that second FBO.   Any advice? This is driving me bonkers. Am I approaching the solution wrong?
  4. I can't seem to get away from here.
  5. If you're worried about damage to your system, and you use windows, grab [url="http://www.sandboxie.com/"]Sandboxie[/url]. If it's a privacy concern, the solutions to that can be rough. I don't buy many games with monitoring software or DRM, but when I do I use a clean dual-bootable Windows 7 Install with a strict firewall just for that purpose. Once I'm done playing whatever-game it was, I sometimes refresh with a clean image before playing a new game. Really... that's all you can do. If you want privacy, you're going to have to try very damn hard for the reasons people listed thus far. Google knows who you are. Facebook knows. Every game 'platform' knows. Every Console. You're not really going to fall off the grid unless you take some pretty extreme measures, and if you haven't been doing that yet then it's probably too late anyway. So really, don't worry much about it.
  6. Depends. Generally, I see nude or light-armor as heroic. See: [img]http://media.giantbomb.com/uploads/3/34626/1248218-0kratos2_large.jpg[/img] Heroic characters have heroic traits. Low reliance on armor signifies natural toughness, which is a desirable physical state. Sexiness and fit/form are also desirable physical states. Your question and source are more scoped around cultural context. Some cultures-- specifically in America-- it's only really taboo if the female shows skin. If you need an example to prove that, just go to any book store and count the number of super-built-super-sexy men on the covers of the Romance novels. Stores of equal display of topless women here are 'adult only'. Be mindful, that's just America! Think of countries where women are forced to wear clothes head-to-toe. In these, such as the one linked above, it's a no brainer that more needs to be covered. As long as both genders fit under the same rules in a game, I like it either way. In fact, when I see a powerful character (male or female) messing up hordes of creatures or people wearing bearly anything, I usually think "Damn, he/she is bad ass". On the flip side, I love a good highly ornate heavy armor design as well. In the end, I care more about form rather than function in most fantasy games unless it's a "Super Serious" game with no magic or dragons and stuff. In the example you linked, however, I like the more covered armor style of the female for sure.
  7. [quote name='dpadam450' timestamp='1310839335' post='4836065'] ... [url="http://www.theblaze.com/stories/watch-out-parents-the-state-may-want-to-take-away-your-obese-kids/"]Government takes your kids if they are fat[/url] ... [/quote] Because those were pretty absurd, I went ahead and read them. Ultimately, I agree with some of them. Specifically the one I isolated above. Here's a quote from it: [color="#0000ff"]Ludwig said he starting thinking about the issue after a 90-pound 3-year-old girl came to his obesity clinic several years ago. Her parents had physical disabilities, little money and difficulty controlling her weight. Last year, at age 12, she weighed 400 pounds and had developed diabetes, cholesterol problems, high blood pressure and sleep apnea.[/color] [color="#0000ff"]“Out of medical concern, the state placed this girl in foster care, where she simply received three balanced meals a day and a snack or two and moderate physical activity,” he said. After a year, she lost 130 pounds. Though she is still obese, her diabetes and apnea disappeared; she remains in foster care, he said.[/color] Perhaps you've not met someone who's been overweight from childhood, but this girls life is completely different now.
  8. [quote name='owl' timestamp='1309141654' post='4828082'] See you on Thursday! Hopefully! This was about the comet that is going to pass 12.000 miles from earth today. Discuss. [/quote] Small correction. It'll be within 8,000 miles-- 12,000~ kilometers.
  9. Metal Gear Solid Series - You get many transmissions from different people you never meet.
  10. 1. Ironsword: Wizards & Warriors 2 2. TMNT for NES 3. Solstice These games rock me until this day.
  11. [quote name='owl' timestamp='1306971642' post='4818460'] [quote name='Oberon_Command' timestamp='1306959255' post='4818413'] Be rational? [/quote] Be recursive! [/quote] Be real.
  12. Risk isn't worth getting caught. I've never lied about my skills on a resume.
  13. [quote name='Khaiy' timestamp='1304617624' post='4807006'] A lot of the other ideas I recall being argued were pretty flimsy. "Women are just naturally better at service work, which is where the economy is headed", while incredibly broad, also sounds a lot like "girls are just naturally not as smart as boys and so not as good in school. We should discourage higher education for them and pigeonhole them into Home Ec". That one didn't really hold up, and the author's observation about current trends in service work isn't any better founded. Women are inherently and insurmountably better at ervice work only if you have a cartoonish view of what men are and how they interact with others.[/quote] Women performing better at service-based work actually has little/nothing to do with the personal aptitude, but rather the social trust issues between genders. Women are seen as comforting 'mothers' and men are 'villains' in western society ('bad guy', 'the Man', etc). This is why women get higher tips than men in the service industry, why a womans voice is preferred over a mans in automated systems, and so on. Until it's no longer popular to attack men in media, this will simply be the case. I don't think the author understands the core reasons, but the reality does match.
  14. Women are classified by most minority definitions. Due to minority scholarship institutions, there is more opportunity for a poor woman to go to school. Additionally, there are many business-oriented classes and grant programs only available to minorities, which give a leg-up on business entry and starting. This is a fairly likely (and intended) result of such programs. They were deemed necessary to break up the affluent (white) male control circles that dominated the higher echelons of business and education for so many years. The real challenge is going to be determining the appropriate time and method to wind down and eliminate these programs. It's fairly taboo to reduce or rebalance such programs.
  15. That video... wow. I lost it at Lion King. The scowl on Donald was pretty damn funny too.