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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 knobby67

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  1. Hi all I'm working on some opengl demo stuff (ubuntu opengl sdl), and have had a couple of concerns and am unsure if it's drivers or a RAM issue. I know it's not my sw as it runs on my Nvidia laptop OK and my friends Nvidia PC. The PC I'm testing on is a ATI Fusion using catalysis drivers. The board has 2GB of RAM, I've split the RAM via the bios to have 1.5GB RAM and 512MB of video RAM, going more that 512 stops ubuntu working correctly, less that 512 nand opend gl slows right down. Basically what happens is when I'm running my software the sound(SDL_Mixer) is always about 1/3 of a second behind on ATI (not nvidia), so I shoot and the soound happens a split second after the event. Also the frame rate is good, however every so often for what seems no reason ( ie not high poly model or not lots of shaders ) the frame rate seems to drop right down, this lasts 3-10 seconds then goes up to full speed. Could this be a result of only having 2GB of RAM? If I go up to 4 will it help? Has anyone else had these issues? Thanks in advance!
  2. OpenGL

    Thanks for the replies, you answers put me on the right track, I knew I had glew installed and was it was on the right path ( I use it for gl2 shaders) but found the dev package was glew 1.5 rather than the new 1.6.
  3. Hi All, I'm just about to start to learn opengl 3 (4). So I've read a couple of tutorials on the lighthouse 3d site and decided to download their framework to help out. I also downloaded the sample for this. However when I try to compile I get large numbers of errors such as ‘glProgramUniform1uiv’ was not declared in this scope error: ‘GL_DOUBLE_MAT2’ was not declared in this scope I'm guessing my PC cannot run opengl 3? However from what I've read on the net my card should run this. I'm using ubuntu 12.04, my card is a nvidia 8600GT. My drivers, which Ubuntu installed are NVIDIA 280.13. I'm linking with -lGLEW -lIL -lILU -lILUT -lglut Does anyone know how I can find out if my card runs opengl 3 and if my drivers can run it.
  4. Hi All, I've downloaded a sketch up model outputted to .obj, then loaded into blender. All is great, I can see the model and all the textures. However, when I try to render most of the textures are missing. I can't understand how the 3d view shows all textures but render only shows about 25% of them. Can anyone advise how I can get the textures to appear? They must be linked / mapped as the 3d view shows them so I'm a puzzeled how render doesn't work. Thanks in advance
  5. [quote name='Ashaman73' timestamp='1321941919' post='4886458'] I'm still working with blender 2.49, so I've no experiences with 2.5, maybe you need to download and install one of this scripts: [url="http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/UnifiedFBX"]UnifiedFBX[/url] [url="http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/Blender-toXNA"]FBXtoXNA[/url] [url="http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/Autodesk_FBX"]Autodesk_FBX[/url] When you are only in need of importing static,textured meshes, the .obj Format might be a good and simple alternative. [/quote] Yea I've just reverted back to 2.49, works like a treat. Also poly reduction is missing from 2.5.
  6. well I tried but the problem is blender can't import fbx either...
  7. thanks for the tip
  8. Hi All, I've just updated my ubuntu and it's changed blender from 2.4 to 2.5, suddenly collada import has vanished, even going into user preferences addons import export the add ons go from biovision straight to directx no sign of collada? Can anyone advise what I'm doing wrong? Thanks
  9. Hi all, I've made a sky dome, produces the UV map, however (naturally) when I apply it it maps to the outside of the object. Can anyone tell me how to map onto the inside? Thanks
  10. Hi All, I'm trying to load and a display a model using the assimp model loader and VBO's. I'm new to assimp and vbo's so am having a few problems, basically the nothing is displayed. All I'm doing now is reading the vertexes and indexes. I'm hoping someone help me out with using VBO's basically I read in the data using assimp then setting up the vertex and index vbo's as follows [code] /*get number of meshes*/ number_of_meshes = scene->mNumMeshes; // For each mesh for ( unsigned int n = 0; n < scene->mNumMeshes; ++n ) { struct aiMesh* mesh = scene->mMeshes[n]; /*create face array*/ unsigned int *facearray; facearray = (unsigned int *)malloc(sizeof(unsigned int) * mesh->mNumFaces * 3); unsigned int faceIndex = 0; for ( unsigned int t = 0; t < mesh->mNumFaces; ++t ) { const struct aiFace* face = &mesh->mFaces[t]; memcpy(&facearray[faceIndex], face->mIndices,3 * sizeof( unsigned int ) ); faceIndex += 3; } aMesh.numfaces = scene->mMeshes[n]->mNumFaces; /*face vbo*/ glGenBuffers( 1, &aMesh.index_vbo ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, aMesh.index_vbo ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * (mesh->mNumFaces * 3), facearray, GL_STATIC_DRAW); /* buffer for vertex positions*/ GLfloat *vertexarray; vertexarray = ( GLfloat *)malloc(sizeof( GLfloat ) * mesh->mNumVertices * 3); unsigned int vetexindex = 0; if ( mesh->HasPositions() ) { for ( unsigned int t = 0; t < mesh->mNumVertices; ++t ) { vertexarray[ vetexindex ] = mesh->mVertices[ t ].x; vertexarray[ vetexindex + 1 ] = mesh->mVertices[ t ].y; vertexarray[ vetexindex + 2 ] = mesh->mVertices[ t ].z; vetexindex += 3; } //GL_ARRAY_BUFFER glGenBuffers( 1, &aMesh.vertex_vbo ); glBindBuffer( GL_ARRAY_BUFFER, aMesh.vertex_vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof(float) * ( mesh->mNumVertices * 3 ), vertexarray, GL_STATIC_DRAW ); } aMesh.numvertexes = scene->mMeshes[n]->mNumFaces; /*degug for faces or elements*/ for( unsigned int x=0; x < mesh->mNumVertices ; ++x ) { printf("%d array %d x %f y %f z %f \n",x,facearray[ x ], vertexarray[ facearray[ x ] ], vertexarray[ facearray[ x ] + 1 ], vertexarray[ facearray[ x ] + 2 ] ); } mymeshes.push_back( aMesh ); free( vertexarray ); free( facearray ); } [/code] I can see that vertexarray and facearray contain data from my printf statement. But don't know if the data has been passed to the VBO's? next I draw the scene using [code] glPushMatrix( ); for (unsigned int n=0; n < number_of_meshes; n++) { printf("\n\n vertex vbo %d index vbo %d \n\n\n",mymeshes.at( n ).vertex_vbo, mymeshes.at( n ).index_vbo ); glBindBuffer(GL_ARRAY_BUFFER, mymeshes.at( n ).vertex_vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mymeshes.at( n ).index_vbo ); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, 0 ); glDrawElements(GL_TRIANGLE_STRIP, mymeshes.at( n ).index_vbo, GL_UNSIGNED_INT, 0); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } // draw all children //for (unsigned int n = 0; n < nd->mNumChildren; ++n) //{ // recursive_render( nd->mChildren[n]); //} glPopMatrix( ); [/code] I'm having some problems as they seem to be so many examples with so slightly different ways of doing things. Thanks in advance!
  11. I think there's a bug in the blender build I'm using, (ubuntu 2.11 blender 2.58) if I use the scale x box the object scales but the UV does not. However if I use extrude tool on a face and "pull" the cube to the shape I want it works fine.
  12. Hi all, please excuse my incorrect terms, I'm unsure of some of the technical terms. So I'm trying to learn UV unwrapping of blender, I've worked out how to mark seams and unwrap, problem is the uv map dose not come out to scale. By this I mean imagine of I make a rectangular box, basically extrude the cube so it's x scale is 5 while x and y are 1. I mark the seams then u to unwrap. However when it unwraps all 6 sides on the uv map are exactly the same size, as if I've unwrapped a cube. Is there a way to keep the scale for the unwrap, eg for a rectangular box 4 will be long while 2 are square. Thanks in advance.
  13. Hi all, I'm using devil to load in my model textures, however my system ( ubuntu ) did a update from 11.04 to 11.10 today, now when I go compile the code I get a linker error with devil /usr/bin/ld: /tmp/ccIlz9fZ.o: undefined reference to symbol 'iluSaturate1f' /usr/bin/ld: note: 'iluSaturate1f' is defined in DSO /usr/lib/libILU.so.1 so try adding it to the linker command line /usr/lib/libILU.so.1: could not read symbols: Invalid operation collect2: ld returned 1 exit status If anyone else has had this problem could they point to how to sort this out? Thanks
  14. Hi all, can anyone point me to an animation tutorial for assimp model loader. I've got the models loading but can't find how to do the animation anywhere on line ( well a few notes) but nothing like a basic animation tutorial. I'm using opengl with linux. Thanks in advance!
  15. Hi all, first let me say I'm a programmer, so please be kind! OK I'm leaning blender ( just for quick test stuff in my software ), I've learnt how to make a model, and howto texture map. However I've found when I make a complex model whatever kind of uv unwrap I try, whatever type of seam marking I try the map is all over. I can unwrap a simple shape, but a more complex on has it's faces all over the unwrap. By this I mean two polygons are togeter on a model, say the left and right of a charatcter face, however on the unwraped map they are on different sides of the texture. I've checked out multiple tutorials ( which are fine if you'er unwraping a cube ) but none seem to go into advanced stuff. I may well be missing something but cannot be sure. Can anyone offer advice in unwrapping complex shapes? Thanks in advance