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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 kusma

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  1. what does the exclaimation-mark in the O(log n!)-claim mean? factorial?
  2. you need to set the specs-file. this sets up various linker-settings for gba. use either -specs=gba.specs or -specs=gba_mb.specs to link normal or multiboot gba programs.
  3. Quote:Original post by Demirug The non power of two texture support is still limited on a wide range of GPUs. Yes, but thats mostly with texture coordinate wrapping and such, not really a problem when mapping a cube.
  4. all modern gpus support non power of two sized textures. so there's really not much reason to use power of two sizes...
  5. that screenshot seems to use a couple of billboards.
  6. for fullscreen glow (or bloom), you usually do it as a post-processing effect using render to texture, bright-pass and then gaussian blur. if you only need it on a pr light-basis, you can simply draw a billboard-flare at the position of the light.
  7. OpenGL

    Quote:Original post by mike74 If it doesn't use normals, then how does it determine their winding in screen space? it checks the sign of the z-component of the cross-product between the two edge-vectors relative to one of the vertices. something like this: float x0 = v[2].x - v[0].x; float y0 = v[2].y - v[0].y; float x1 = v[2].x - v[1].x; float y1 = v[2].y - v[1].y; float cz = x0 * y1 - y0 * x1; if (cz > 0.f) return GL_CW; else return GL_CCW;
  8. Quote:Original post by Leo_E_49 Wait... you mean it's literally "patented"? Is that even legally possible? Can you actually patent a shadowing method? yes, creative has patented the zfail shadow-technique, but i wouldn't fear it. first of all, there exist prior art on this, so a sue would proabebly be quite dodgeable. second, a lot of patents are issued to protect yourself from getting sued, not to sue other people. besides, why would creative, who make gpus that benefit from robust shadows, want to sue a developer for implementing it?
  9. OpenGL

    you get the sourcecode for a .dds-reader with nvidias Cg toolkit IIRC. edit: yep, just checked... check out examples\runtime_CgFX\nv_dds.c/h in the root of the Cg install.
  10. there's also a lot of c99-stuff that hasn't been taken into c++ (yet?). learning c isn't just about learning what c++ is and what c is not, but it's about learning a different, less object oriented code style. i did the c++ -> c -> c++ path myself, and i learned a lot from it. it's a good experience. edit: another difference (iirc) is that in c, int is implicit. this means that you can just write something like "i;" if you want an integer called "i". this isn't allowed in c++.
  11. try simply closing the project, deleting all intermediate files (the Release/ and Debug/ folders, the .pdb-file, and basicly any other file you know you won't need and simply re-opening the project. usually helps for me.
  12. you should look into barycentric coordinates http://en.wikipedia.org/wiki/Barycentric_coordinates
  13. OpenGL

    it's almost faster than A*M*I*G*A.
  14. one quite normal issue with shadow-flickering in the zfail algorithm is flickering on the shadowcaster itself due to shader invariance on the near-cap. one (of many) solutions to this is simply to use the polygons facing away from the lightsource instead of those who face towards it.
  15. Quote:Quote: copy a:\ b: does that make me older? Not if you don't remember the DISKCOPY.COM utility. I raise one XCopy for Amiga ;)