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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.

akhin

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  1. Thanks, I removed quad shifting part in my engine . However that didn`t solve my issue , which means it is something different from the topic I started Thanks anyway
  2. Hi , When I tried to port a working FXAA D3D/HLSL shader to OGL / GLSL , the output looked like it was shifted. Unlike D3D , it seems pixel centers are not integers , but indexed as 0.5 , 1.5 , 2.5 ... Specifically I am interested in understanding how non-integer pixel centers could cause a difference and how it can be fixed/compensated for. ( Assuming that this is the root cause of my problem based on some threads I saw on web) Thanks
  3. Hi , As for this effect , I am trying to find a nice way to make "horizontal/vertical leak lines" to disappear. ( Horizontal example : http://active.tutsplus.com/tutorials/effects/create-a-retro-crt-distortion-effect-using-rgb-shifting/ 2nd cat photo in the page ) ( Vertical example : [url="http://www.youtube.com/watch?v=2Fc4b4mokL4"]http://www.youtube.com/watch?v=2Fc4b4mokL4[/url] ) So for such an effect like this , how would you suggest me to implement it ? ( Not asking how to do it , but asking what to do ) Many thanks
  4. Tanzanite , thanks a lot for all your help , things are clear in my side now and as for my struct usage ofcourse I am not going to use rgb stuff inside structs like this , it was just for example.
  5. Hi all , I need to know the GLSL equivalent of HLSL VPOS semantics , which gives you screen space position as normalised ( in range of 0-1 and 0-1 for both dimensions ) . I checked gl_FragCoord but I dont think it is normalised. Could you advise about porting VPOS to GLSL ? many thanks in advance
  6. By the way as I have tested , I can use in out with structs so that I can share structs between shader stages. But I am trying to understand its pros and cons against non-uniform in/out interface blocks : [code] // inside the vertex shader out struct test { ATTRIB(0) float red; ATTRIB(1) float green; ATTRIB(2) float blue; } ; test v_out; [/code] But I think that is working because I use I declare a global variable with that struct type ?
  7. Firstly I have an AMD card. 1. I am not supposed to use in/out qualifiers with structs ? Does that mean if I am going to share things between stages they should be either interfaces or just global variables using in/out qualifiers ? 2. In HLSL side, I am using semantics like TEXCOORD4_centroid , and I was planning to use something like layout(location=4) to match TEXCOORDs. And at the same time I want to specify that that variable should be sampled by centroid sampling method How can I achieve this ? 3. Regarding mixing `in centroid` with an `out struct` ,I was trying the code above in a vertex shader so that I want to output that struct and that is working like that. On the other hand the compiler doesn`t allow me to use centroid with out in a vertex shader but it just allows `centroid in` in a vertex shader.
  8. Hi everyone , I have some questions regarding porting HLSL to GLSL : 1. Regarding the HLSL shader framework I have , I have large structs with member variables which use semantics such as Color Color1 Vpos Vface Texcoord[N] and Texcoord[N]_centroid... As I understand , there are no semantics in GLSL , but built-in variables such gl_fragColor and so on. So my question is that what woud you suggest to port those structs with variables using semantics ? Shall I make member variables with semantics global or are there any other ways you could suggest ? 2. I can`t use `location` qualifier and `centroid in/out` qualifier at the same time I can have a struct like : [CODE] out struct test { centroid in float red; layout(location = 1) float green; layout(location = 2) float blue; } ; [/CODE] but I cant have : [CODE] out struct test { layout(location = 0) centroid in float red; layout(location = 1) float green; layout(location = 2) float blue; } ; [/CODE] The compiler says : `Location can be set only once ` On the other hand I can use `centroid in/out` qualifier together with location qualifier for a variable : [CODE] layout(location = 0) centroid out float t1; [/CODE] So how can I use the centroid in/out qualifier at the same time with a location qualifier for a struct member ? 3. I am trying to understand the difference between a struct and an interface block( in/out/uniform ). I guess you can just create one instance of an interface so they will be just a set of global variables ?
  9. Is the site really rubbish ? I really am looking forward to hearing feedbacks , especially [b]constructive[/b] ones thanks...
  10. Could you give a feedback considering the fact that I don`t have any prior graphics or game industry experience so I will apply for entry level jobs ? thanks in advance...
  11. First of all , thanks very much for spending your time and sharing your critiques : 1. [quote name='frob' timestamp='1318124952' post='4870659'] It states that you have all these talents in graphics, but the showpiece on the front page is rather disappointing. It is a low res movie (not good for showing off graphics) and seems to only show techniques that could be part of a university course. Nothing in the demo is impessive to me at all. [/quote] Except from its being a low res movie , what techniques would you suggest to implement regarding content of the video to be able to make it impressive ? On the other hand , considering other 3 demos , would you suggest to put any of them to the front ? And I cant understand where I state I have talents in graphics ? First I wrote `I am focused` now I changed it to `passionate` , I hope that fixes the misleading statement because I will apply for `entry level` jobs 2. [quote name='frob' timestamp='1318124952' post='4870659'] Looking at the other movies there are huge differences in the quality of conent, and I immediately question them. What exactly was yours, what came from elsewhere? [/quote] I have just 2 other videos in `demos section` for a PS3 project and a simple network programming. All programming credits are mine. But how can they have a huge difference in quality ?? Network programimng demo`s video captured in same style with my graphics demo. Regarding PS3 video , I used a simple cam recorder. 3. [quote name='frob' timestamp='1318124952' post='4870659'] I look at that you are a self taught developer. But then you write about finishing your MSc at university studies in game developmnt and four years at an instutitue of technology in electronics engineering, and then finish off the set saying you unofficially attended a few CS lectures. That does not inspire confidence. [/quote] During electronics engineering course , I studied and practised Windows C++ programming , yes that makes me self taught During MSc ( what I really was after is not being educated but getting WORK PERMIT ) , I made self studies as crazy Regarding education part , I wrote them in reverse order by date. And during my electronics engieering , then I attended to CS lectures unofficially so that is related with there so that is why it is there. I am afraid I don`t agree with this on you , I think it is a matter of perspective. 4. [quote name='frob' timestamp='1318124952' post='4870659'] This continues all the way through your site and your CV. You state things that might be important in passing, but then emphasise things that are irrelevant. You have much space pointing out that you collaborated on the Microsoft-directed research project that really seems like a very unimportant student project, and use almost the same space later claining to have developed networking, video codecs, and hardware image processors. [/quote] I will try to re-arrange amount of `spaces` used per experience on the CV. Thanks for pointing to that out. Regarding my site , instead of using the headline `Graphics & Game Programming` , I changed it to `Graphics and Game Technologies` Plus , if you are pointing out to `Others` section , I think the title is not misleading because they already are not in demos section , they are just there because I enjoyed my time when working with them , they might be unrelated to game TECHNOLOGIES development I am aware so that is why I call`em the others 5. [quote name='frob' timestamp='1318124952' post='4870659'] Nothing in there looks like you want to be a game developer. The whole thing looks scattered and unfocused. There are certainly things you have done that could be restated in terms of game development skills. You should start by figuring those out and giving them focus. [/quote] I am not directly interested in games , but directly interested in game technologies , that would be developing a part of an engine , working on graphics and special effects , maybe networking or physics. So thanks to your critique , I have changed the headline in the entrance as `Graphics & Game Technologies Programming` Ofcourse I did not have great time to specialize on all of those , so that is why I tried to build a graphics demo from scratch even it is not impressive and the others But regarding game technologies programming , what changes would you suggest to restate them ? How really can I restate them if my all past experiences had nothing directly todo with those The only thing I can offer with my past experiences is C/C++ development , but no engine no graphics no others
  12. Hi, I`d like to know your critiques for [url="http://www.akinocal.com"]My portfolio[/url] thanks in advance
  13. Any suggestions ?
  14. thanks , Nvidia demo seems very nice , actually all Nvidia demos look nice