• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

173 Neutral

About valles

  • Rank
  1. I'm an American, so I don't know how Canadian higher education works.  Both of these schools look like they're a bit better than an American community college. I looked at he Conestoga website and didn't find your associates degree program: http://www.conestogac.on.ca I think I found the one for centennial: http://www.centennialcollege.ca/Programs/ProgramOverview.aspx?Program=3109   Transferring courses is difficult in America, each university is trying to collect your $$$, so many of your associates degree courses will not be transferrable to your bachelors degree.  Call the office of the computer science department at York University and talk to someone about your ideas, plans and questions, they usually aren't busy and may be able to give you a list of transferrable units.   Remember, computer science is in the engineering department, they want you to build skyscrapers when you may only want to code games and toys, so they really try to kill game programmers in the math department after Calculus 1.  Also, none of the computer science classes will have time to teach you how to use a debugger or a call stack, so you should familiarize yourself with one that has a GUI and one that is command line.   Good luck.   - Valles
  2. Also, texCoord is likely a float, so you should try copying the data into an integer before using mod. There are debuggers for shaders provided by nvidia or amd that may help you solve this problem.
  3. Texture coordinates in opengl are from 0 to 1, so you're going to need to divide texCoord by 1024 to get your texture2D to work.
  4. Hello Moonkis, I'm assuming you want smooth scrolling like Wolfenstien 3d correct? You might be able to find someone to help you build a basic 3d engine for this purpose. If you do not allow the person to spin, so he can only move forward and back: For this solution your field of view is 90 degrees, facing a wall would cover the entire screen at depth 0. At depth 1, the wall would be half the size, at depth 2 a fourth,... The distances from the center would also shrink in this manner. Also, if you don't allow the person to move forward and back, you could precompute the shapes like and old school rpg and have the player jump forward or back.
  5. Without compiling the code I see a few problems: 1) Your index isn't increasing. 2) Your RotateY should be run after your camera settings. 3) The z values for your triangle aren't within the near and far plane.
  6. I'm trying to compile your code right now, it would have been faster if you put it inside a main w/ all of the headers, just so everyone doesn't have to do it for you... Your "while(fgets(s,sizeof(s), fp)" is missing a ")". Your "(fgets(s,sizeof(s), fp);" has an extra "(". How'd you get this code to compile?
  7. It's a bit hard to understand where each of these lines of code are copied from. Is this in "flint.h"? #pragma once namespace Flint Is this in "flint.cpp"? #include "flint.h" using namespace Flint::Actions;
  8. You should read this: http://www.opengl.org/documentation/red_book/ First problem is, if you've selected a texture and have texturing enabled, glColor3ub is going to shift the colors. It does not cancel the texturing. I'm guessing from your statement that you want to draw a texture, turn off texturing, draw a color, then turn back on texturing. Right? - Valles
  9. The libs are in the same directory as the project file? Copy and paste your library list from Properties->Configuration Properties->Linker->Input->Additional Dependencies. - Valles
  10. Good luck
  11. OpenGL

    Okay, a bug, thanks.
  12. I'm using opengl ES and have a texture "binarygrid" loaded as: glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 256, 256, 0, GL_ALPHA, GL_UNSIGNED_BYTE, binaryGrid); Which should fill a texture of r,g,b,a with 0,0,0,a. glBlendFunc(GL_ZERO,GL_DST_COLOR); With the above setting, glBlendFunc is drawing 0,0,0,a as a,a,a,a which is exactly what I want. I'm wondering if this is a bug, or have I actually stumbled on a solution. - Valles at www.redadept.com
  13. I switched to programming on Vista flawlessly. Double check the basics. VC8 or newer in debug mode with the dx debug libraries. - Valles
  14. Let's say you want a random number between 0 and 100, the random number X is 2143242. X % 100 = 42.
  15. I could never get .fx files to work on dx9 2d sprites. Try without the fx passes. - Valles