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      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. just build a camera class which has a function to generate look at matrix from its properties,or uses gluLookAt().. if multible of cameras will not be active at a time(just like security cam screens, or any viewports), you dont need any FBO or render to texture. just update the camera that you are using at that moment.
  2. Quote:Original post by AndyEsserI've included my Maxscript with this email. It would be much appreciated if someone were able to tell me how I could export the texture paths and reference the texture index for each face. every node in max has a "material" property. and if that is not a "Multimaterial" object you can get diffuse texture's path with: "node.material.diffuseMap.fileName" and other maps' names can be accessed similarly. i dont understand what you mean with "indexing"?
  3. shaders is the keyword for next-gen engines. lots of game company started to use special artists to get correct shader codes and values. and some optimize differences with old engines, because of the increasing of texture sizes, polygon count..etc while the content is bigger and more active, some algorithms getting unuseful(and i think BSP for rendering is one of these). and of course CPU-GPU(-PPU) usages are more stabilizated, just like making GPGPU.
  4. try not to send double post,pls. here is a tut and source for ms3d files' animation: http://rsn.gamedev.net/tutorials/ms3danim.asp
  5. OpenGL

    i am using "ATI Tray Tools" which can display FPS, Free Texture Memory(FTM), Free Video Memory(FVM) and System Memory Usage(SMU) on screen just like this: also you can make changes on GPU and memory speeds if you want. check it out @ http://www.guru3d.com/article/atitraytools/189/ for nvidia cards there were some tool to show free video memory, etc but i dont remember its name.
  6. i could not understand what do you do with the shader. do you use a sampler for fog? you may want to look here: http://www.gamedev.net/community/forums/topic.asp?topic_id=257153
  7. you should find some articles about chunks, their adresses and sizes. you only need to read the cunk and get the data from there. www.wotsit.org has some link for this. another option is download some engines that supports 3ds files. read their code. 3ds is not hard to use and lots of tut out there..
  8. yes, if you need to, you should sort them, preferably in gpu.
  9. OpenGL

    also i found GLIntercept very useful. it can also give culling performance.. (but a bit buggy with shaders)
  10. you can also use clipping planes to split terrain and water..
  11. and i found that rendermonkeys own example projects uses sampler2D for 1D textures too.. just change your fragment shader to : varying vec3 normal ; varying vec4 lightVector ; uniform sampler2D hTex;//a handle for accessing a 1D texture float intensity ; vec4 color ; void main(void) { intensity = max(dot (normal, lightVector.xyz), 0.0); //texture1D access to a texture's pixel color = texture2D(hTex, vec2(intensity));//intensity is the texture coordinate //color computation gl_FragColor = color ; }
  12. i did not use 1D textures with rendermonkey (even there is no 1D texture variable, maybe no support) so tried it with 2D textures(with same 1D intesity texture), it works... the problem should be something about generating texture coordinates or render monkey's 1D texture usage (i think my second 2nd guess true, because it is black even if no black pixel in texture ^^ )..
  13. Quote:Original post by fantasy_world Quote: OR dont use vertices to hold UV data. hold them in polygon your class. ;) sorry, I don't really understand. If holding uv data in a polygon class, so how to use it ? (if I want to use pixel shader to implement multi-texturing). thankssomething like : struct Vertex { float x,y,z; int boneId; }; struct UV { float u,v; }; struct Poly{ int v[3]; int n[3]; int uv[3]; }; struct Mesh { P=oly *faces; Vertex *vertices; UV *uvs; Vec3 *normals; int faceCount; int vertexCount; int uvCount; int normalCount; }; it means you will use seperate uv s for all triangles. uses much more memory, implementetion is not different because you are not using or adding something new. but you should prepare them for stream usage and pixel shader. not hard at all. but these technic is not as good/fast as splitting vertex into 2 or more vertices. and i only used it for easier lightmapping my high poly buildings. i will post you its source if i find it (a bit old, i will look up my archives). (in fact it makes same effect for all tris, even it is not necessery, ^^)
  14. eg. : if your polygons has 2 texture, you will split them 2 subsets, so : if you vertex has 2 uv you split it to 2 vertices. OR dont use vertices to hold UV data. hold them in polygon your class. ;)