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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.

Kambiz

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  1. For fast square root and FloatToInt you can use this: http://www.nvidia.com/object/fast_math_routines.html
  2. Even if you use 'a', the compile might still optimize the loop away and replace it by a simple assignment. Few compilers out there recognize such simple pattern very well.
  3. The code is just broken. The 3rd parameter in glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hdrTextures[0], 0); is GL_TEXTURE_2D while he is attaching a GL_TEXTURE_2D_MULTISAMPLE. This fixed the "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" error message. There must be at least another mistake somewhere causing the rest of the error messages.
  4. I replaced the 1 in the line WGL_ACCELERATION_ARB, 1, // must be HW accelerated with a valid value like WGL_FULL_ACCELERATION_ARB according to the documentations and it fixed the error (Chapter 13 block_redux). For some demos I get only a black or white window. I'm not going to fix all those demos... Look at the following thread for some newer tutorials: OpenGL 3.x tutorial Edit: I missed you post. I don't get any errors in chapter 9, only a black window but I'm pretty sure also that is not a problem with OpenGL itself.
  5. Quote:Original post by Kurasu1415 The bible comes with executables that do not work. They run, but throw OpenGL errors. I have tried them both under Linux and Windows, they work for me. What error message do you get? Regardless of the demos, OpenGL application should work on newer hardware. Continue learning the API. EDIT: I found a demo that does not work. I will have a closer look.
  6. Quote:Original post by Kurasu1415 Every example I find, even the ones in the NEWEST Superbible do not work on the newer cards, because the newest drivers support a newer version of OpenGL. It must have some other reason why the demos don't work. Both nVidia and AMD/ATI drivers still support all older versions of OpenGL. I have a GF260 and the demos work fine. Maybe you are missing some dlls from freeglut.
  7. A very useful link: http://www.sloperama.com/advice.html
  8. Qt Creator is the best IDE I know under Linux. It has even replaced Visual Studio for me under Windows. Other alternatives are Netbeans and Eclipse. But, many Linux developers prefer text editors like gVim or Emacs.
  9. Personally, I don't care about 1MB, even on my phone. but, are You sure you are not using a debug build because the shared library I have for Linux is only 78KB. Though, I don't know how much including the header's would contribute.
  10. I think You mean Circular dependency.
  11. Link
  12. Quote:Original post by WilleRoberts Do you mean that you don't declare something as an "int" or something like that in Ruby the way you do in C++? How problematic does this become? No, read what a specification is. Basically there is no document that tells you what a piece of code is meant to do. EDIT: Just found out that a draft exist. (Last update 11/27/2009)
  13. Something you should know about Ruby is that it has no specification, it is based on a reference implementation. At a more advanced level I found it to be very confusing and when I found out that there is no specification I basically gave up.
  14. I think GeeXLab support everything up to OpenGL 4.1. Tough, it is not just a simple binding. [Edited by - Kambiz on December 7, 2010 4:18:45 AM]
  15. D3DXHANDLE nTest=mFX->GetParameterByName(0,"nTest"); Shouldn't that be "fTest" instead of "nTest"?