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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 evillgames

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  1.   what if my player can fly ? i would not want to be in any constraints because of LP.. i guess i have to throw LP away and perform raytracing with sky on CPU (just rays - top/left/right/forward/backward) for every object that is moving , to learn if object is under indirect lighting or not..   just occlusion factor = 5results/5 = 0...1
  2. Hey guys. Just question - how to automatically generate LP positions?   i have HUGE levels...   1) regular grid + tetrahedral tessellations - out of memory  2) adaptive octrees like inside ATI'S paper - too slow building for g_dwMaxOctreeSubdivision > 6   dunno what to do...
  3. in other words i can use extension - getprocaddress "arb" - which can be fucked up, as i see or i can say - create context 4.0 - and get procaddres with NO ARB ; or if i use glew - #define GL_VERSION_2_0; .... #define GL_VERSION_3_0; .... #define GL_VERSION_4_0 - lot of versions which opengl4 consists from glew is cool but mine project can not be as GPL(AFAIK glew goes under GPL) - well - copy/paste then ))) and how about mobiles and glES ?
  4. ok and how to learn , which functions to use ?  
  5. in other words, when i will switch myself to gl3 i will: - create context with 3.0 - will check if extension is supported - then will do getprocaddress (glCreateProgram) - NOT glCreateProgramARB - will use that just like extension am i right ?
  6. it is working now   just changed  points on triangles
  7. and as i learned - do not work
  8. i use GL1.xxx core - but extensions.... they do not exist in gl1 core
  9. who needs these extensions if all features are in core
  10. ya - i do use GL_ARB_geometry_shader4   why do these extensions exist if they do not work correctly ?
  11. that is strange... but i attach geometry to whole program - why it does not work.....
  12. yes - i do use GL_ARB_shader_objects )   so: bool CGlslShader::Enable() { if(!m_loaded) return 0; //<! not supported glUseProgramObjectARB(programObject); return 1; } void CGlslShader::Disable() { if(!m_loaded) return; //<! not supported glUseProgramObjectARB(0); } glCreateShaderObjectARB glCompileShaderARB glAttachObjectARB glLinkProgramARB e.t.c
  13. inline void SetGeometryShaderParameter(GLenum pname, GLint value) { if(!m_loaded) return; glProgramParameteriARB(programObject,pname, value); }
  14. hm......   well - i have one more GS and that is working - loading is the same - SetGeometryShaderParameter same also   it is just strange//