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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 I CAN DO

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  1. OpenGL

    Come on guys.
  2. I have a problem with OpenGL and GLSL to implement Bump Map. Vertex shader: #version 330 core layout (std140) uniform Matrices { mat4 projViewModelMatrix; mat3 normalMatrix; mat4 modelViewMatrix; }; uniform mat4 View; uniform vec3 LightPosition; uniform vec3 CameraPosition; in vec3 position; in vec3 normal; in vec2 texCoord; out vec2 TexCoord; out vec3 Normal; // BUMP MAPPING ///////////////////////////////////// out vec3 lightVec; out vec3 eyeVec; in vec3 vTangent; in vec3 bTangent; void main() { Normal = normalize(normalMatrix * normal); gl_Position = projViewModelMatrix * vec4(position, 1.0); TexCoord = vec2(texCoord); // BUMP MAPPING vec3 n = normalize(normalMatrix * normal); vec3 t = normalize(normalMatrix * vTangent); vec3 b = normalize(normalMatrix * bTangent); vec3 vVertex = vec3(modelViewMatrix * vec4(position, 1.0)); // vec3 tmpVec = LightPosition.xyz - vVertex.xyz; vec3 tmpVec = (View * vec4(LightPosition, 1.0)).xyz - vVertex.xyz; lightVec.x = dot(tmpVec, t); lightVec.y = dot(tmpVec, b); lightVec.z = dot(tmpVec, n); tmpVec = -vVertex; eyeVec.x = dot(tmpVec, t); eyeVec.y = dot(tmpVec, b); eyeVec.z = dot(tmpVec, n); } FragmentShader #version 330 layout (std140) uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float shininess; int texCount; }; uniform sampler2D texUnit; in vec3 Normal; in vec2 TexCoord; out vec4 outputF; //BUMP MAPPING /////////////////////////////////////////// in vec3 lightVec; in vec3 eyeVec; uniform sampler2D normalMap; uniform vec4 diffuseLight; uniform vec4 ambientLight; uniform vec4 specularLight; main() { vec3 N2 = normalize(texture(normalMap, TexCoord).xyz * 2.0 - 1.0); vec3 L2 = normalize(lightVec); vec3 V2 = normalize(eyeVec); vec3 R2 = normalize(-reflect(L2, N2)); float NdotL = max(0.0, dot(N2, L2)); float RdotV = max(0.0, dot(R2, V2)); // Compute final colours. vec4 ambient = ambientLight * ambient; vec4 diffuse = diffuseLight * diffuse * NdotL; vec4 specular2 = specularLight * specular * (pow(RdotV, shininess) * 1); vec4 base = texture2D(texUnit, TexCoord); // Final colour. outputF = base * ambient + base * diffuse + specular2; } There is some error there? I feel that the calculation of the direction of the light is wrong. Could it be?   The line: vec3 tmpVec = (View * vec4(LightPosition, 1.0)).xyz - vVertex.xyz; is OK? the line: tmpVec = -vVertex;   OK? or I need change to: tmpVec = (View * vec4(CameraPosition, 1.0)).xyz - vVertex.xyz;   or tmpVec = (CameraPosition).xyz - vVertex.xyz;   Please help me. Thank you, best regards.  
  3. All is OK in the shader map texture, but the is scaled (too big). The coord texture: mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); ShadowCoord = bias * projMatrix * viewModelMatrix * vec4(position,1); Why in another example the textureMap coord is: ShadowCoord = bias * projMatrix * viewModelMatrix * ViewMatrixInverse; And another: ShadowCoord = bias * projMatrix * viewModelMatrix * ModelMatrixRenderObject * vec4(position,1); Please, does anyone can explain the differences? and Why do my Texture Map is scaled? Thank you, best regards.
  4. Thank you Sponji,   That was the problem
  5. Ok. Thank you!     Like this?   glDrawArrays(GL_POINTS, 0, MAX_PARTICLES); 
  6. Im working in Particle System Class from this tutorial Particles - Anton's OpenGL 4 Wiki - Dr Anton Gerdelan   Code:   //Vertex Shader // shader to update a particle system based on a simple kinematics function #version 330 in vec3 v; // initial velocity in float tZero; // start time uniform mat4 projViewModelMatrix; uniform vec3 emitterPos_wor; // emitter position in world coordinates uniform float T; // system time T in seconds out float opacity; void main() { // work out how many seconds into our particle's life-time we are (after its starting time) float t = T - tZero; vec3 p; // gradually make particle more transparent over its life-time opacity = 1 - (t / 3) - 0.2; // particle stays put until it has reached its birth second if (t > 0) { // gravity vec3 a = vec3(0,-10,0); // this is a standard kinematics equation of motion with velocity (from VBO) and acceleration (gravity) p = emitterPos_wor + v * t + 0.5 * a * t * t; } else { p = emitterPos_wor; } gl_Position = projViewModelMatrix * vec4(p, 1); } // Pixel shader // shader to render simple particle system's points #version 330 uniform sampler2D textureMap; // I used a texture for my particles out vec4 fragColour; uniform vec4 Color; in float opacity; void main() { vec4 texcol = texture2D(textureMap, gl_PointCoord); // using point uv coordinates which are pre-defined over the point fragColour = vec4(1-opacity,1-opacity,1-opacity,1-opacity) * texcol * Color; // bright blue! } /////// CPU bool ParticleSystem::init(vec3 Position){ std::vector<vec3> Velocidad; std::vector<float> Life; for ( int i = 0; i < MAX_PARTICLES; i++ ) { Velocidad.push_back(vec3(0,-1,0)); } for ( int i = 0; i < MAX_PARTICLES; i++ ) { Life.push_back(0.001f * (float)(i)); } glGenVertexArrays( 1, &m_VAO ); glBindVertexArray( m_VAO ); glGenBuffers(ARRAY_SIZE_IN_ELEMENTS(m_Buffers), m_Buffers); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VEL_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(Velocidad[0]) * Velocidad.size(), &Velocidad[0], GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[LIF_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(Life[0]) * Life.size(), &Life[0], GL_STATIC_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(0); return true; } /////////////////// FINAL RENDER bool ParticleSystem::render(){ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,ModeloOrtho.getTextureFromID(24)); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glEnable(GL_POINT_SPRITE); glPointSize(150.0f); shaderParticle.setUniform("projViewModelMatrix",vsml->get(VSMathLib::PROJ_VIEW_MODEL)); shaderParticle.setUniform("emitterPos_wor",ParticleInit); shaderParticle.setUniform("T",ParticleTime); shaderParticle.setUniform("Color",ColorParticle); glUseProgram(shaderParticle.getProgramIndex()); glBindVertexArray(m_VAO); glDrawElements(GL_POINTS, 0, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,0); return true; }     The problem is that nothing happens. And if I change this line: glDrawElements (GL_POINTS, MAX_PARTICLES, GL_UNSIGNED_INT, 0); Crash the system. What am I doing wrong? Thank you, best regards.
  7. Hello friends, I have the following problem to solve. My scene consists of a 3D object that has a dynamic cubemap. When I work with glBegin() glEnd() everything works fine but when I work with VBO, the Cubemap not draw. glUseProgram (ProgramShader [j]); glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_NORMAL_ARRAY); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB (GL_TEXTURE0_ARB); glBindBufferARB (GL_ARRAY_BUFFER_ARB, BufferTextur [j]); glTexCoordPointer (2 GL_FLOAT, 0, 0); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glActiveTextureARB (GL_TEXTURE0_ARB); glBindTexture (GL_TEXTURE_CUBE_MAP_ARB, DynTexture); glEnable (GL_TEXTURE_CUBE_MAP_ARB); glClientActiveTextureARB (GL_TEXTURE1_ARB); glBindBufferARB (GL_ARRAY_BUFFER_ARB, BufferTextur [j]); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glTexCoordPointer (2 GL_FLOAT, 0, 0); glActiveTextureARB (GL_TEXTURE1_ARB); glEnable (GL_TEXTURE_2D); glBindTexture (GL_TEXTURE_2D, NumeroDeTextura[M[j]->faces [0]. material].texID); glEnable (GL_TEXTURE_2D); glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferVertex[j]); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, BufferIndexs[j]); glVertexPointer(3, GL_FLOAT, 0, 0); glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferNormal[j]); glNormalPointer(GL_FLOAT, 0, 0); glDrawElements(GL_TRIANGLES,3*M[j]->nfaces,GL_UNSIGNED_SHORT,0); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB (GL_TEXTURE1_ARB); glDisableClientState (GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB (GL_TEXTURE0_ARB); glDisableClientState (GL_TEXTURE_COORD_ARRAY); glActiveTextureARB (GL_TEXTURE0_ARB); glDisable (GL_TEXTURE_CUBE_MAP_ARB); glDisable (GL_TEXTURE_2D); glActiveTextureARB (GL_TEXTURE1_ARB); glDisable (GL_TEXTURE_2D); glUseProgram (0); What could be wrong?
  8. Hi friends, I need a City low poly texturized 3D model. It's for a demo game. It's a car game and non comercial. Quién puede ayudarme?
  9. Ok, here is the solution The line: lib3ds_matrix_copy(MatA, M[j]->matrix); //Here is the problem!!! Because this Matrix is the Model Matrix, but this is not the animation Matrix... The animation Matrix is here: Lib3dsNode* Node = lib3ds_file_node_by_name(f,"Model", LIB3DS_NODE_MESH_INSTANCE); lib3ds_matrix_copy(MatA, Node->matrix); //HERE IS THE SOLUTION. Thanks you.
  10. Hello everyone. Here I bring a problem I do not know how to solve. I'm working on a small application that displays a 3D model (lib3ds) with simple keyframe animations based on position, rotation and scaling. But when I call the function lib3ds_file_eval (f, evaluation); nothing happens, the matrix of the models never are updated. In debug mode I can see that all keyframe are readed correctly, and also note that the Matrix are updated only at the first keyframe but never change. This is my code: void renderScene(void) { int i; unsigned short *index; GLdouble p[16]; GLdouble m[16]; lib3ds_file_eval(f,evaluation);////// nothing happens evaluation+=1.0; if(evaluation>100)evaluation=0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glViewport(0, 0, WINDOWS_WIDTH, WINDOWS_HEIGHT); gluPerspective(45,1.33,0.01,10000000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(10,0,0,0,0,0,0,0,1); for (int j=0;j<CantModelos;j++) { glPushMatrix(); float MatA[4][4]; lib3ds_matrix_copy(MatA, M[j]->matrix); lib3ds_matrix_inv(MatA); glMultMatrixf(&MatA[0][0]); ////// NEVER CHANGE int nbVertices = M[j]->nvertices; int nbFaces = M[j]->nfaces; for (i = 0; i < nbFaces; ++i) { index = M[j]->faces[i].index; glBindTexture(GL_TEXTURE_2D, NumeroDeTextura[M[j]->faces[i].material].texID); glEnable(GL_TEXTURE_2D); glBegin(GL_TRIANGLES); glNormal3fv(norm_facesColectivo[j][i]); glNormal3fv(norm_VertColectivo[j][3*i ]);glTexCoord2f(M[j]->texcos[index[0]][0], M[j]->texcos[index[0]][1]);glVertex3f(M[j]->vertices[index[0]][0],M[j]->vertices[index[0]][1],M[j]->vertices[index[0]][2]); glNormal3fv(norm_VertColectivo[j][3*i+1]);glTexCoord2f(M[j]->texcos[index[1]][0], M[j]->texcos[index[1]][1]);glVertex3f(M[j]->vertices[index[1]][0],M[j]->vertices[index[1]][1],M[j]->vertices[index[1]][2]); glNormal3fv(norm_VertColectivo[j][3*i+2]);glTexCoord2f(M[j]->texcos[index[2]][0], M[j]->texcos[index[2]][1]);glVertex3f(M[j]->vertices[index[2]][0],M[j]->vertices[index[2]][1],M[j]->vertices[index[2]][2]); glEnd(); } glDisable(GL_TEXTURE_2D); glPopMatrix(); } glutSwapBuffers(); } Help my please! Thank you!
  11. Hi everybody, Im Franco From Argentina. I'm looking for a Library to build a Augmented Reality game. I need some Library easy to use and fast implementation. Im working in: - ARtoolkit - GLEW - Glut
  12. Ok, now I see understood my question. Thank you very much. I've already been researching this technology and developed small applications DEMO in Windows and Mac, but can not find the way to develop OpenGL applications unless it is FLARtoolkit Flash. If you have knowledge please orientem to see how to develop such applications with ARToolKit and OpenGL Web Page. Again, thank you very much.
  13. Moderator, You disrespected me by saying these words. I have many years while a member of this community and I think you have been unfair thus referring to the question I made. Synthetically asked because I need only the name of the tool for Augmented Reality applications on Web pages in order to investigate and then formulate a budget for a customer who needs it. On this site people are very intelligent and varied knowledge in all kinds of technology is undoubtedly the best place I have responded and clarified issues with the intellectual level of its members, so much so that when I receive an Accept: Part of the respect in I heed to their instructions. I send a greeting and I hope to retract.
  14. Hello friends, somebody knows how to work with ARToolKit on websites?
  15. Hello friends. My name is Franco am Information Systems Engineer and have a game to present. I leave this game is so they can see and play and let their opinion of him and can help to sell it. Missing all the graphics of the game and is also not finished. I would like someone to collaborate to finish the game and leave the difficult economic situation at the moment I am traversing. I get good and bad reviews all I can offer is for a game that has repercussion and is playable internationally. In my country I can not sell it too expensive for this type of technology developer and marketing. The game is about to cut an object (apple) in half and compare the weight of both sides, the difference between the parties is the store in a database to be compared with other competitors. For now it is just an object but could be many more. It is a project that developed only as a programmer without the help of a graphic artist which is why no well-developed the graphics. http://www.usuarios.lycos.es/frankgrandson/Juego%20Manzana.rar Right-Click on knife Rotation Left-Click on knife Traslation Double-Click Cut Mousewreel zoom Right-Click on scene move camera I hope everyone can see the bay area. And please, if anyone is interested in buying the idea and the game send me an email to frankgrandson@hotmail.com. Greetings, thanks.