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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. is it possible in Cg to have an unsized array bound to a tex coord semantic? as in, in a fragment program, can I have: void main(in float3 LightVectorsTanSpace[] : TEXCOORD0) { /*...*/ } and have it span automatically till texcoordN with cgSetArraySize()?
  2. Would it happen to be static vertex buffers, or something else? TIA
  3. either ping-pong between 2 textures, or use h/w [alpha] blending.
  4. I hope it has native programmability too :)
  5. Why is the game only open to US residents? more importantly, why isn't NY eligible *cries*. any idea about this? why are europeans not allowed, japanese, etc?
  6. completely off topic: sipickles: Mind posting a tutorial on geoclipmapping sometime? the paper has me totally lost! :)
  7. how can I read the z-buffer value form a post process path? is there somehow to access the current z-buffer value or will I have to add a new path where I render Z to a floating point texture?
  8. Quote:Original post by bpoint SSE does not work well horizontally. For calculating the dot product, you have to add X, Y, and Z across a register, which can only be done by shuffling. If you have SSE3, there is a single opcode which does this for you, though. (can't remember it off the top of my head...) HADDPS.
  9. you're re-loading identity on the model view matrix, and you have an unnecessary gluPrespective call. Do as phantom said, namely: glMatrixMode(GL_PROJECTION); //ADDED glPushMatrix(); // glLoadIdentity(); glOrtho(0.0, gWidth, gHeight, 0.0, -1.0, 10.0); glMatrixMode(GL_MODELVIEW); //ADDED glPushMatrix(); // glLoadIdentity(); glBegin(GL_QUADS); glColor3f(1.0f, 0.0f, 0.0); glVertex2f(0.0f, 0.0f); glVertex2f(10.0f, 0.0f); glVertex2f(10.0f, 10.0f); glVertex2f(0.0f, 10.0f); glEnd(); //switch back to perspective mode glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix();
  10. is light_pos in eye space? also, why are you pushing/popping matrix around setting the light position?
  11. How can I convert a z-buffer value, read in a fragment shader, into a linear w-buffer-like value that varies LINEARLY from the near plane to the far plane?
  12. http://www.parashift.com/c++-faq-lite/freestore-mgmt.html#faq-16.3
  13. I think this is what it's supposed to do. But it looks like it's recompiling each and every time! 68% of the application's time is spent in cg.dll! any ideas?