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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 TheSalmon

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  1. Quote:Original post by Mare F-Prot - This is usually considered 'the choice' for unix/linux systems when it comes to antivirus, though its not cheap. According to F-Prot's site, it's free for personal use on Linux and BSD (in fact I'm using it on my FreeBSD system right now), so I'm not sure of what you mean by saying it isn't cheap.
  2. Quote:Original post by samuraicrow Does FMOD work under Linux? Read the original post. FMOD is supported under Linux, is it not? The FMOD webpage says it is anyway, I haven't tried it myself.
  3. If you mean fullscreen like in actually changing resolution, there's a ChangeDisplaySettings function or somesuch for that (been a while since I did win32 stuff).
  4. I don't think there is a locate function in stdio.h
  5. Quote:Original post by joanusdmentia For christ's sake, a pub with no bear!!?? Um, did you mean beer, or do I just need to get out more?
  6. Quote:Original post by nefthy Quote: ive personally achieved over 5 billion tris/sec (eat shit ps3 :) ) with DL's and something like 150million with VBO's Are you sure the VBO still fit on your vram? Could you post some more details on your benchmark. AFAIK, VBO should be far more efficient since you don't need to get them over the bus. They are on the gfx card already und you just have to pass the rendering commands. So unless your driver does some dirty tricks display list should be slower and cpu utilization higher. Please correct me if I am wrong. AFAIK, display lists are stored in the graphics cards memory as well.
  7. Try changing this glColor3f(0.0f,0.0f,0.0f); to this glColor3f(1.0f,1.0f,1.0f); Looks like you're just blacking out your texture.
  8. I didn't see Blitz++ (math library for C++) on the list. edit: I see it's been added now :) [Edited by - TheSalmon on May 10, 2005 8:46:10 AM]
  9. Quote:Original post by mhamlin Yes, vertices sent to the GPU using vertex arrays are transformed by the internal GL matrices--the matrices that glRotate* and glTranslate* affect. Yup, would be kinda silly if they weren't really. :)
  10. As always, wikipedia has some information.
  11. Quote:Original post by Dmytry nope... it is sometimes broken and sometimes normal. I'd just start new thread. Someone already tried that...
  12. Quote:Original post by WithoutRemorse Having said that though, pushMatrix() should initialize it to the identity matrix anyway. Maybe I'm not reading this correctly but glPushMatrix most definately does not do that. PushMatrix pushes the current matrix down on the stack, duplicating it in the process (ie. the current matrix will then be identical to the following one on the stack).
  13. Try setting glViewport to something sensible. (I think this is a known issue in the current stable release)
  14. Quote:Original post by ace_lovegrove How many do you think there are. Um, nine maybe? ;)
  15. Only thing I found in the docs about this was the wxConfig set of classes, maybe check that out.