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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.

aarbron

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  1. Hello, I got these vectors where I want to monitor the access, and do something on every write. What is the best approach? I planned on using protected inheritance of std vector just because there's less boilerplate than wrapping it.
  2. Let's say you need to update 10 separate bytes in your buffer, you could call glBufferSubData 10 times postpone and call SubData once, with the smallest dirty region Which one is better?
  3. Hello, I'm wondering what's the proper approach to draw grids of different sizes. So far I'm using a buffer for grid transforms, another for point info. for (size_t i=0;i<NUMGRIDS;i++) { size_t numpoints=grids[i].w*grids[i].h; glVertexAttrib4f(gridAttrib,grids[i].x,grids[i].y.....);// grid pos&scale glDrawArrays(GL_POINTS,offset,numpoints); offset+=numpoints; } I don't think instancing is an option since grids don't have the same number of points.
  4. Question concerning SDL 2.0.3 with gcc. SDL_ShowSimpleMessageBox cuts the strings passed (and there's no icon but I can live that), I tried using the prefix u8 behind literals to no effect. Not sure what to pass it, or what compiler setting to use.
  5. I have a tiny class that only inits SDL and Glew in the constructor, which happens without error. I've noticed that if I call glGetError in the destructor, even at the very beginning, I always get GL_INVALID_OPERATION. It doesn't happen elsewhere and I don't do any GL call.
  6. bmatrix.clear() it is. I thought it was auto zeroed all that time.
  7. I'm tying to replace the array matrix used [url="http://www.arcsynthesis.org/gltut/Positioning/Tut04%20The%20Matrix%20Has%20You.html"]here[/url] with a boost matrix. I've tried using column major and/or exchanging the two last elements without success. The mesh shows fine with the array version but not my matrix. [code] float fFrustumScale = 1.0f; float fzNear = 0.5f; float fzFar = 3.0f; float theMatrix[16]; memset(theMatrix, 0, sizeof(float) * 16); matrix<float> bmatrix(4,4); theMatrix[0] = fFrustumScale; theMatrix[5] = fFrustumScale; theMatrix[10] = (fzFar + fzNear) / (fzNear - fzFar); theMatrix[14] = (2 * fzFar * fzNear) / (fzNear - fzFar); theMatrix[11] = -1.0f; bmatrix(0,0) = fFrustumScale; bmatrix(1,1) = fFrustumScale; bmatrix(2,2) = (fzFar + fzNear) / (fzNear - fzFar); bmatrix(2,3) = (2 * fzFar * fzNear) / (fzNear - fzFar); bmatrix(3,2) = -1.0f; glUseProgram(program); //glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, theMatrix); //This works glUniformMatrix4fv(perspectiveMatrixUnif,1, GL_FALSE, &bmatrix.data()[0]);//Doesn't[/code] Thanks in advance.
  8. I'm using the standard install_sound(DIGI_AUTODETECT,MIDI_NONE,NULL) for init. My problem is when I link under Ubuntu with 'allegro-config --shared release' the sound works (there might be a delay), but if I use --static there's no sound at all. install_sound doesn't fail though.
  9. [url="http://support.xmplay.com/"]XMPlay[/url] is as small and portable.as you can get, if all you need is audio playback.
  10. Can _CrtDumpMemoryLeaks() detect windows handles that aren't properly freed? I noticed that deliberately commenting out a FindClose didn't give any result. Omitting a simple delete is still detected, so I know it's working somehow.
  11. Makes sense now, thanks. I'll just go with a vector<Foo*> in my actual code because it's a non POD and the copy would only add complexity.
  12. Please see the code here : codepad link On line 6 of the output we get "Destructor of Foo Bob of index 0" That means pushing back the second Foo destroys the previous one ? I don't understand what happens here.
  13. Did you look into states/FSMs ?