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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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  1. [quote name='dpadam450' timestamp='1340064858' post='4950429'] [quote]The thing is that these days it's not just phone screens, it's also tablet screens and (wireless) TV output.[/quote] Well the thing really is, you don't have enough power currently on GLES. If you want 20 different types of splats, you could do that as well, just divide your terrain into sections and only allow 1 section 3 splats (rgb). Each section can have any 3 of the 20 splats. [/quote] I'll have to see. My current implementation already allows every chunk of the terrain to have its own set of textures, although it would be nicer not to be bound to the fixed chunk structure.
  2. [quote name='Hodgman' timestamp='1340028032' post='4950245'] If you throw out the vsync sample, your frame times are 40Hz/25ms for 2 samples, and 15Hz/66.6..ms for 5 samples. Divide the frame times by the number of samples and you get 12.5ms and 13.3..ms, which are pretty similar. From that, it looks like you're just using more texture bandwidth than your GPU can cope with...[/quote] I think you're right, it looks pretty much bandwidth-limited right now. Today I realized that I still had trilinear filtering enabled. Disabling it cut the frame times [i]in half[/i]. I can't recall trilinear filtering ever having such a profound effect in any of my projects, but I guess that's just what happens when you're running at the limit. Anyway, at least I'm now back to playable framerates. [quote name='clb' timestamp='1340028652' post='4950252'] Perhaps try avoiding the mix and optimize the code manually: [/quote] Thanks for the suggestion. I tried it but it didn't have any effect on the performance. [quote name='dpadam450' timestamp='1340044660' post='4950331'] Also, Why not try just 3 splat channels instead of 4. 3 should be sufficient especially if it is for a small screen embedded device. [/quote] I'm considering it, but I'm still not sure if I really want it. The thing is that these days it's not just phone screens, it's also tablet screens and (wireless) TV output.
  3. Is there a way to improve the performance of texture reads in OpenGL (ES)? I'd like to do texture splatting but I'm running into severe performance problems when using multiple texture reads in my fragment shader. With a single texture, I get a constant 60fps (vsync limited, with room to spare). Adding a second texture read, my performance drops down to 40fps and with the shader provided below, performance is down to 15fps. Any ideas? [source lang="plain"]# Simplified fragment shader for demonstration purposes varying lowp vec2 v_texcoord; varying lowp vec4 v_color; uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform sampler2D texture4; void main() { lowp vec4 alpha = texture2D(texture4, v_texcoord); lowp vec4 color = texture2D(texture0, v_texcoord); color = mix(color, texture2D(texture1, v_texcoord), alpha[0]); color = mix(color, texture2D(texture2, v_texcoord), alpha[1]); color = mix(color, texture2D(texture3, v_texcoord), alpha[2]); gl_FragColor = v_color * color; }[/source]
  4. Thanks but that would make the scene even darker. I need the opposite effect.
  5. My target hardware doesn't support shaders - OpenGL ES 1.1 only ;-) Believe me, I would be _very_ happy if I could just use shaders instead...
  6. I'm rendering my level geometry using multitexturing (Texture * Lightmap, the usual stuff). In the texture combiner setup for the lightmap, I use GL_RGB_SCALE to brighten up the result. Currently I'm implementing some special effects, requiring parts of the geometry to be rendered in multiple passes, with the lightmap pass coming last. Since the lightmap is rendered "standalone" in this situation, GL_RGB_SCALE doesn't affect the result. Is there a way to create a combiner setup to make GL_RGB_SCALE work in this situation?
  7. Quote:Original post by Raghar Can't allow them to run overnight for automated testing. In fact, many cheaply (non-passive) cooled mid-range cards are louder than many high-end-cards. I don't know about the 8800 series but from what i've read they are not very loud. I personally have a 7800gtx and it's absolutely quiet. In 2d it isn't noticable at all and in 3d stress-testing everything you hear is a bit of air-flow. No noise at all. Furthermore, all high-end cards these days have temperature sensors so they will clock themselves down before overheating. Running these cards over night is not problem at all. During development, I often have the situation that for quick network-testing it's necessary to run multiple instances of the program/game at once on the same machine. These are the situations where having a performant card really pays off since low-end cards will mostly make your machine slow and unresponsive in that situation. IMHO the best bang-for-the-buck high-end card these days is the 8800gts 640mb. It's much cheaper than the GTX or Ultra versions, it's fast and should work well with next generation of games coming out. For ATI: I currently have a x1600 in my notebook but i'm not very impressed. Neither by the performance (an old gf6600 outperforms it easily) nor by their drivers (the windows drivers are okay, linux drivers are a nightmare and they have always been like that - I'm following the ATI linux drivers for four years now and despite all statements and promises ati has made, nothing has changed).
  8. A state of the art workstation... 2 DualCore CPUs (Xeon or Operon) 4 Gigabytes of RAM 1 SCSI-RAID-Controller 4 Fast SCSI-Disks in a RAID10 The fastest CPUs for the job will probably be the new Intel Xeon lineup based on the Woodcrest core in combination with DDR2-1066 RAM. They were released just a few days ago. Will it be expensive? Yes it will =) Will it be fast? Hell yeah! But I would suggest: Get a DualCore CPU that fits your budget, 2gb RAM and a reasonably fast Serial ATA disk. Best value for money and still waaaaay faster than you old Athlon. Quote:Original post by Toolmaker And get yourself a sexy RAID 0 setup too. Raid 0 improves drive performance by 2(By making 2 disks become 1 disk, thus dual writing speeds). Not true! Only for linear reads/writes. Random access can even get a bit slower when using RAID0! But more important than that: Never use RAID0 for anything important! If one disk breaks, everything is lost. I would suggest RAID1 (mirror) for a normal development machine. If you really need the performance, use RAID10. For mass-storage use RAID5 ;^)
  9. RIP Syd. He wasn't the most influential person in Rock history. In fact, he only contributed to 1 and a half Floyd albums, but without him, Pink Floyd would never have happend.
  10. OpenGL

    You are scaling the images a bit, which leads to interpolation. Compare the size of the upper and lower images and you'll see.
  11. It wouldn't be good even if your body wouldn't get into "starvation mode" (which will probably take much less than a week I guess). Null-diets can cause kidney-stones which aren't very good for your health either.
  12. I believe it's possible but it can take many many years and lots of effort.
  13. Quote:Original post by ChemicalImbalance About $2.80 a gallon. How do you Europeans cope? $2.80 a gallon is killing me! If it was at $6.00 or more a gallon, I wouldn't be able to finance going to work every day. Well... tell our politicians. From the 1.30eur we pay per litre, 82ct is gas-tax. And to make things worse, this doesn't even include the 16% sales-tax (which will be raised to 21% pretty soon). Generally, this is the reason why european car companies have been pushing diesel engines so much over the last 20 years. Over 50% of the new cars sold here are diesel-powered. But these engine have become pretty good in the last few years. If you take a Audi A3 2.0 TDI for example: 170hp, runs 220km/h (137mph), 0-100km/h (0-60mph) in 7.8 seconds and the average fuel consumption is just 6.4l/100km, which equals 36mpg (US) / 44mpg (UK). Quote:Original post by SticksandStones And public transport. ...which doesn't really work well outside big cities :(
  14. Quote:Original post by fadilthrejk How the did you get two different values from the same price per liter? Sorry, copy/paste error. It's 1.30 for gas.
  15. Gas is currently around 1.30€ per liter (or 6.22$ per gallon) Diesel is currently around 1.10€ per liter (or 5.26$ per gallon) At least I can drive as fast as I want on nearly half of our motorways ;-)