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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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About Promag

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  1. Well when you do something like $ prog_a && prog_b then the OS will execute prog_b only if prog_a succeded, by returning 0...
  2. Supose I have a XML structure and a XSL to transform it. Then in a browser I can see the HTML generated. Now supose that I have one event handler (i.e. onclick) on some generated HTML element that adds a new XML node element to the XML source. My question is if this is possible and if the browser updates the HTML by re-processing (in a lazy evaluation or not) the XML with the same XSL. Thanks!
  3. mrbig proposal is something like RGBE where E stands for expoent. See http://www.graphics.cornell.edu/~bjw/rgbe.html and google for more details
  4. Well again I suggest using multiple index arrays. For instance, a cube have 8 vertices and 6 normals: vertices = [v0x v0y v0z v1x v1y v1z v2x v2y v2z v3x v3y v3z v4x v4y v4z v5x v5y v5z v6x v6y v6z v7x v7y v7z] normals = [n0x n0y n0z n1x n1y n1z n2x n2y n2z n3x n3y n3z n4x n4y n4z n5x n5y n5z] then we could specify two index arrays for each array (first triangle): vertex index = [0 1 2 ... ] normal index = [0 0 0 ... ] This way one could save memory on gpu. I can see only one problem, fast memory access...
  5. Or you could use Framebuffer Objects (FBO) since is more recent and probably faster. I used in linux for rendering to texture and multiple render targets.
  6. Im not familiar with windows threads... only posix threads. Anyway, If that method performs some action (read/write) on critical (shared) resources then it should be protected by an monitor (mutex) so only one thread can execute the method body at a time. This kind of operations (race conditions) should be automated as in Java synchronize, or with a pre-processor like OpenC++ witch performs code transformations on C++ code. Btw, I use OpenC++ to have something like Java synchronize and other cool stuff like RTTI (not typeid).
  7. Yeah I forgot the title :S Anyway I was looking and found no awnswer.. :( like Dan said.. Well, or I'm going to learn vertex_program.. or I'll implement my GLSL shaders on other computer.. life..
  8. My ATI Mobility Radeon 9000 have GL_ARB_vertex_program but not GLSL. Is there a tool to compile GLSL code to a vertex program? Thanks! [Edited by - Promag on December 14, 2005 9:27:40 PM]
  9. There is also OpenCV witch among other thing can capture webcams. And there is OpenAL for sound witch is simply and nice for 3D audio. They are all opensource and multiplataform.
  10. I have a sequence of images (screenshots taken from an aplication I wrote) and I need to build a movie from them. Is there any way? Thanks
  11. OpenGL

    Quote:Original post by Specchum ... The problem is that there is no gluLookAt function since GLUT is not available in our case. ... gluLookAt belongs to GLU not GLUT. You must understand geometry transformations and matrix manipulation before doing you LookAt version.
  12. Well its a static model so its a pre-calculated sphere. After reading some googled stuff i found a O(n) algorithm witch gives an 5% aproximation error (Pretty nice). Anyway, this problem is something like resolving the equation: r(O) = max { distance(O,v) : p in P } , r = sphere radious, O = sphere center, P = point set here the O must be one that gives the minimum r(O). So what numerical algorithm should I use to resolve it?!
  13. Never used gl minmax but you can found more here: http://www.gamedev.net/community/forums/topic.asp?topic_id=293968 Well since shaders are per vertex or per pixel based then you have no other option than reading back some value. However you can read async (ARB_pixel_buffer_object) to speed up.
  14. ARB_imaging provides min and max and also a histogram.
  15. Best/Fastest way to get an aproximation of minimum bounding sphere of a point set?