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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 isn't for a game, but I'm amazed that this ability doesn't appear to be available. If I have a large number of line segments, but the number of vertices per line can be variable, there is no way to do a bulk draw of this data? Basically I want to draw multiple linestrips, but the lines are generally 2-6 verticies each. I could even order then by length, but there is still no way to tell OpenGL to draw 20 linestrips, with each linestrip consisting of 3 vertices, from the given vertex array. Is this correct? I think I saw an extension that may do this, but I'm hoping for a core OpenGL feature. I;m guessing I could probably use vertex shaders to do this also? Thanks.
  2. Excellent. Let me check it out. Thanks!
  3. I guess that's what I'm looking for now, is the 1.3 source. Anyone have any idea where it might be?
  4. I'm not sure I understood your point. There are various versions of OpenGL since 1.1, and those versions get new 'standard' functions which, while they can be used like extensions, are part of OpenGL 1.2 or 1.4 or whatever version. Using the headers and libs that Microsoft ships, everything beyond 1.1 has to be loaded as an extension, but that's really an issue due to Microsoft. It may be the OS's job to update the glu libraries, which might explain part of the problem. It doesn't seem likely that MS will ever update OpenGL again. But I didn't even find any real information on downloading GLU1.3 for Linux. Its definately not the GPU's job to implement it. And if I had to access the glu1.3 functions via extensions, that would be fine, but the point is that apparently no system will have these extensions.
  5. Those sites basically just say that GLU comes with Windows and the development environment, but that only applies to version 1.2. I found an SGI page of open sourced projects, but it didn't have GLU. Is GLU 1.3 vaporware? It seems like nobody is in charge of deploying it (not the OS, and not the hardware manufacturers), so I guess it's dead?
  6. I was thinking about using a GLU 1.3 function today, and realized that pretty much nobody has GLU 1.3 installed. I did some searches on it, and found some documention on what's in GLU 1.3, but pretty much no information on where to get it, how to install it, or if it even exists anymore. What's the big secret? I see it went open source, but apparently nobody cared? At least not enough to host it? I'm a little confused as to what the story is here.