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Michael Tanczos

Member Since 14 Jun 1999
Online Last Active Today, 07:06 PM

#5076507 Exclusive Article Publishing?

Posted by Michael Tanczos on 09 July 2013 - 09:37 PM

Nope.. you can absolutely reprint articles here.. it helps us to build a very complete resource library for people.   You can also choose whatever license you like (preferably the GDOL).

 

=)




#5067323 Challenge #2: What tools can you not live without?

Posted by Michael Tanczos on 04 June 2013 - 05:42 AM

I'm going to kick this off with at least one tool you may not have heard of.. which is absolutely awesome for programmers since it allows you to easily create animations from a single graphic that you cut into pieces.

 

Spine: 2D Skeletal Animation for Games

Spine replaces traditional raster animation in games, providing smoother animations that are easier to produce. Animations can be created without needing more art and are so tiny that games can make extensive use of them.

 




#5062296 Article Contest: Top Article for the Month of April (VOTING ENDS MAY 15)

Posted by Michael Tanczos on 16 May 2013 - 09:22 AM

Thanks everyone for voting!   The winner for April is "Understanding Component-Entity-Systems" by Boreal Games.  




#5061958 Good articles on Entity Components Systems

Posted by Michael Tanczos on 14 May 2013 - 08:50 PM

Here's what's on Gamedev.net regarding CES:

 

http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

http://www.gamedev.net/page/resources/_/technical/game-programming/mvc-and-cbes-as-it-relates-to-game-programming-r3114

http://www.gamedev.net/page/resources/_/technical/game-programming/evolve-your-hierarchy-refactoring-game-entities-with-components-r3025

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-r3034

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-part-2-polling-callbacks-and-events-r3044

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-part-3-c-duck-typing-r3060

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-part-4-the-id-lookup-table-r3062

 

https://github.com/alecthomas/entityx




#5059608 Article Contest: Top Article for the Month of April (VOTING ENDS MAY 15)

Posted by Michael Tanczos on 05 May 2013 - 07:00 PM

Which of the following articles do you feel deserve special recognition for the month of April?   Your choices will help select the winning article and author for the month of April as part of our article contest.

 

Note:  Winners will receive a GDNet+ subscription for a year, $50 Amazon.com Gift Certificate, a special badge placed on the article itself denoting it as a competition winner, a profile badge that will show that they are a competition winner, and a choice of one prize from our prize pool (more prizes to come!).

 

Top Articles as Selected by Staff for your Consideration:

 

Practical Cross Platform SIMD Math by AllEightUp
http://www.gamedev.net/page/resources/_/technical/general-programming/practical-cross-platform-simd-math-r3068

Thin Film Interference for Computer Graphics by Bacterius
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/thin-film-interference-for-computer-graphics-r2962

Designing a Robust Input Handling System for Games by Mike Lewis
http://www.gamedev.net/page/resources/_/technical/game-programming/designing-a-robust-input-handling-system-for-games-r2975

Practical use of Vector Math in Games by Nercury
http://www.gamedev.net/page/resources/_/technical/math-and-physics/practical-use-of-vector-math-in-games-r2968

State Machines in Games by Bryan Wagstaff (frob)
http://www.gamedev.net/page/resources/_/technical/game-programming/state-machines-in-games-r2982

Cross Platform Test Driven Development Environment Using CMake (Series) by AllEightUp
http://www.gamedev.net/page/resources/_/technical/general-programming/cross-platform-test-driven-development-environment-using-cmake-part-1-r2986

Data Structures for Pre-College Programmers (Series) by Bryan Wagstaff (frob)
http://www.gamedev.net/page/resources/_/technical/general-programming/data-structures-for-pre-college-programmers-arrays-dynamic-arrays-and-linked-lists-r2987

Understanding Component-Entity-Systems by Boreal Games
http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

Intersection Math & Algorithms - Learn to Derive by Vilem Otte
http://www.gamedev.net/page/resources/_/technical/math-and-physics/intersection-math-algorithms-learn-to-derive-r3033

Swept AABB Collision Detection and Response by BrendanL.K.
http://www.gamedev.net/page/resources/_/technical/game-programming/swept-aabb-collision-detection-and-response-r3084

Getting started with Team Foundation Service: Part 1 by Oli Wilkinson
http://www.gamedev.net/page/resources/_/technical/general-programming/getting-started-with-team-foundation-service-part-1-r3091

Developing Your Game Concept By Making A Design Document by Mare Kuntz
http://www.gamedev.net/page/resources/_/creative/game-design/developing-your-game-concept-by-making-a-design-document-r3004

 

 

Make your choices!




#5058392 How to have index.php load different content

Posted by Michael Tanczos on 01 May 2013 - 01:35 PM

eek.. I think what you want to look into is a combination of jQuery and ajax.   jQuery has all the capabilities on the browser end you need, including a way to update the history and append hashbangs to urls so users can still use the back button with their browser.   Instead of an xmlhttprequest call directly you're better off using a mature library like jquery.

 

Maybe start with looking at something like this:  http://iviewsource.com/codingtutorials/learning-how-to-use-jquery-ajax-with-php-video-tutorial/

 

An ajax example on our site is when you click "Top Members" and start typing a username.. no page reloads to generate the content on the members page.




#5055136 Writing articles is good for "YOU".

Posted by Michael Tanczos on 19 April 2013 - 10:17 PM

Go for it!   You can help us build a pretty awesome library of articles.   With enough help we can really cover a ton of topics and start to get a decent amount of depth on each subject.




#5052405 Writing articles is good for "YOU".

Posted by Michael Tanczos on 12 April 2013 - 05:15 AM

I'm surprised nobody else replied to this yet..  I'm really hoping we as a community can begin to pull together for this effort.   I know it will take time though and a little bit of stumbling but we are in a good place to do it.

Well, you are totally cruel in handing out punishment.  Linking to this on the front page, eeeepppp.. smile.png

 

Well you certainly raised some valid points in your original post and others could really follow your example.   I personally would love to see a few shorter articles based around some fragment of code.   Just post the code and explain some background on how it works.




#5052293 Writing articles is good for "YOU".

Posted by Michael Tanczos on 11 April 2013 - 06:32 PM

I'm surprised nobody else replied to this yet..  I'm really hoping we as a community can begin to pull together for this effort.   I know it will take time though and a little bit of stumbling but we are in a good place to do it.




#5051070 Code Review ::Pong Clone::

Posted by Michael Tanczos on 07 April 2013 - 08:47 PM

With velocity it's going to be much easier.. you already have a time delta between updates given by "gameTime" in your update methods.  So updating a Vector2 location with a velocity is a matter of taking the elapsed number of seconds as a float (elapsed) and doing this:

 

ballposition += velocity * elapsed

 

You need to used the elapsed time with a velocity to ensure that the ball speed is consistent across systems.  




#5048782 [TUTORIAL]How to make a register/login/logout system for your game in PHP.

Posted by Michael Tanczos on 31 March 2013 - 09:02 PM

Holy hell.. you need to take down that tutorial or at least put a warning that nobody should ever, ever, ever use that.




#5047657 Article Monthly Themes

Posted by Michael Tanczos on 28 March 2013 - 09:02 AM

Just jotting down some ideas...

Monsters in the dark.. reproduce anything that gets that fear factor going


#5044070 Largest square that fit inside a circle

Posted by Michael Tanczos on 17 March 2013 - 05:11 PM

Thanks for the help.

Although I have to apologize for not understanding your anwser.

 

I have a 2nd question that is related to this:
How do I calculate the position of the unknown position?

attachicon.gifquestion2.png

 

You need to take the square you want to create and split it into two triangles along the diagonal.   This diagonal would be the same as the diameter of the circle.  To figure out the sides you just need the quadratic equation: a2 + b2 = c2 .    Well c2 is the diameter.. that much should be known.. and both sides will be equal.  So a2 = b2, making it sufficient to change the equation to 2a2 = c2.. or basically side = sqrt(diameter2 / 2).  Or in terms of the radius, side = sqrt(2r2)

 

Or as C0lumbo reduced it even further:

side = sqrt(2) * r

side = 1.414213 * r




#5042484 Article Inspiration

Posted by Michael Tanczos on 12 March 2013 - 04:35 PM

I just saw the first articles and I don't know what to say.One is in flash,one in c# with xna...i mean if we do it like this,what's the point?!

 

It just takes time and pressure..  it's a classic line from the movie "The Shawshank Redemption" used to describe how a prisoner could dig his way out of a prison using nothing but a small rock hammer.   This seemingly impossible task is going to start one article at a time.   We're going to organize and reorganize I'm sure.

 

I know I took the plunge as an author and so did Tim.   Basically I'm eating my own dog food here with this one.  And I'm going to keep writing C#/XNA articles because I'm a high school programming teacher and that's something my own students can use while also benefiting the community.   I made sure to tag the article with both C# and XNA.   Two articles means nothing in the grand scheme of things..   we need to be pushing out 10 or so a day to do a better job scratching the surface of game development.

 

If you want to include yourself in the "we do it like this" I'd love to see articles contributed by you as well.  =)   Are you interested in committing to write an article?

 

How about you too jwezorek .. you up to the task as well?  I'll add you both to the Crossbones group if you are willing.   Once your article is up you'll get a contributor banner.




#5041857 Article Inspiration

Posted by Michael Tanczos on 11 March 2013 - 08:45 AM

The more I think about it, the more I'm liking the idea of having some articles that are part of an education track.. similar to how a textbook would work. We'd just need to make sure that they build on each other. I know as a teacher there isn't much "computer science" curriculum out there that uses game development to teach programming. We could potentially come up with something high school students around the world could use if we can get teachers to use our site as well.

For the independent minded student they'd be able to follow the curriculum for free. As a teacher though most curriculum that you can buy also includes challenge projects, questions, assignments, tests, etc.


Are we really having paid game dev workshops (aka classes) ?

 

Anything that we make that could be used for curriculum purposes would have to be free.   Granted, we do have to raise funds to support the operation of this site but I'm taking more of an ideological stance on this once and saying that this information needs to be free.   It would be free for teachers to include in their own classes as well.   We wouldn't charge schools for it.   As far as having workshops here, I think I'd prefer not to have something highly formalized where there is an instructor.. but instead allow members to work at their own discretion.

 

For something that would be actually used in schools you'd want to see something more sophisticated in terms of packaging.  Tutorials never have a feedback loop to test whether you actually got the concepts addressed.   If this was something actual schools could use you'd want to make sure that each article does the following:

 

  • Clearly identify the objectives of the article - what should the reader be able to do after completing the article/tutorial
  • Make sure that the article actually meets the objectives that are set forth in the beginning of the article
  • Provide a sample of some sort demonstrating the concept
  • Provide some type of independent project (ie. "Now it's your turn! Try doing this and share your results..") for people to complete on their own

 

Schools would want to group the tutorials into related units, with some form of end-of-unit assessment which could include challenge problems, debugging exercises, independent projects for the unit, etc.






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