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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 zedzeek

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  1. OpenGL

    for text etc youre best off setting the frustum to the same size as the window gluOrtho2d(0,width,0,height); so whatever u draw at say pos 300,100 appears at 300pixels from the left + 100 pixels from the bottom
  2. u havent said what method u use for shadowing eg shadowmaps, stencil shadows etc if its SMs then u will need to access a different SM for each light
  3. perhaps youre doing something like A/ MultMatrix( mat ) draw mesh B/ draw mesh in shader -> mat * vert whilst logically they should result in the same, in reality cause of the different storage methods it wont
  4. are u sure youre generating the tangents etc correctly? check out eric lenygels code also your vertex shader looks over complicated i believe its better to use texture coordinates to send the tangent/binormal/normal + not gl_Normal etc
  5. i dont know what a quadro fx 1500 is nv3x or nv4x i guess if so then glewGetExtension("GL_ARB_texture_rectangle") should work make sure u have the latest drivers for your card print out the gl version string
  6. use an old version of fraps (i have 1.5.10) + then u can use virtualdub on the resulting uncompressed avi
  7. >> GL_TEXTURE_RECTANGLE_ARB >> but it says error C2065: 'GL_ARB_texture_rectangle' : undeclared identifier use an extension loading library eg glew / glee
  8. u should never see zfighting by drawing the same geometry, ive been doing it for years + never an issue ( in fact in the gl spec IIRC its guarantted to work) . the only cases where it can fail is if the vertices are not the same (eg clipplanes are enabled)
  9. from what ive seen geometry wars does do anything special WRT glow ie no screen glow etc, ala its just a texture created in a art program that looks like its glowing
  10. a difficult problem one method similar to what u said would be set linewidth to 3 + draw the wireframe with a slight negative polygon offset , then redraw the model over the top anothe possibilty is what i do here (orange outlines over some faces) draw the model blurred in a color + then redraw the model over it www.zedzeek.com/conquest_SS.jpg another method which doesnt give a true siloette is do a dotproduct( campos-vert, -cam forward ) if its > 0.95
  11. Quote:Looking at the articles and features there hasnt been too many technical submissions in the last couple years. Most are more than three or four years old. Why is this? I suppose this is a bit more wide spread then just Gamedev.net: Nehe Productions have been very slow producing new content, Gamasutra is just about entirely Industry news now, Flipcode crashed and burned. Anyone have any suggestions for the cuase of this? the reason i believe is years ago the net was new to a lot of ppl, sort of a novelty + a buzz to be on, ppl wrote something + said look at me, heres my article, my 15mins of fame. now its no big deal, ppl have become blase to the whole thing. im guilty as well, good stuff out there that the author has spent months writing i spend maybe 2 minutes looking at the graphs + then discarding (ive suggested this before) personally i would love to see a COTD thing (code/tip of the day) like flipcode had, where someone shows off a small piece of code or advice, ppl can comment make suggestions for improvements etc the old flipcode version prolly had the best signal/noise ratio for any gamemaking topic yet made.
  12. Quote:Original post by VanillaSnake21 So i basically inserted sleep() into the app just to find out that its does nothing (except maybe lower cpu to 98%), well u need to sleep with a value eg i use 5 msec per loop, this should drop your cpu uasge down to a few percent (which'll help your hardware + power bill) + the app (if its anything taxing) will run just as fast
  13. Quote:Original post by Megin hm... I've heard reports of gcc generating code that runs about 10-15% faster then its msvc counterpart. Also, I will probably switch to linux eventually (can't stand vista), but there's just too many programs I'm using that are windows only (or whose windows versions are still better then the linux ones). So for now I'd like to find a windows based solution. from my actual testing the exes from gcc are quicker than vc by a few percent but the actual compile times in vc are a lot faster, thus i tend to use vc for development (which also has a better ide + debugger) + gcc for the final build using both compilers is also a good method for finding bugs
  14. Quote:I've made reference to it in a forum post here, however despite looking for some time I couldn't find the orignal post by snk_kid where he mentions it. I seem to recall it being some time mid-2005 the post was made in a C++ standard lib bashing thread, but beyond that memory fails me [sad] yeah i had a search as well, could only find stuff about it + not the actual test cases, case speed aint everything memory usage is also very important though i wouldnt be surprised if it was quicker eg in quake3 IIRC the invsqrt trickery code is actually slower than what is available on modern processors (which is understandable)
  15. Quote:Original post by evolutional I remember seeing some results posted by snk_kid to compare the performance of Doom3's custom containers to the equivalent STL containers. The STL implementations won out by a huge factor. thatll be interesting to see (any links) did it win out with speed / memory usage or both thanks to all those thazt helped with stl references that dinkumware site looks awesome (i cant see a link to download it so i can check it out offline, is there one?) i already have the sgi one which aint to good IMHO ill see if i can pickup a book from the library on the subject