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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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I'm back!! Yea!!!!!!

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MARS_999

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Well it's been at least 6months since I have coded crap, and all due to overtime at work. Good thing is I paid off my Jeep! :) Now back to coding and some gaming, with the onslaught of new games coming out, I am thinking sleeping will be NON existent. Crysis, UT3, SupCom expansion, GOW, NWN2 Expansion, and those are the new ones off the top of my head, not including all the other crap I have bought and need to play!!!


When I stopped coding about six months ago, GL3.0 was supposed to be out end of Sep.... Guess it was a good thing I worked instead so my days thinking when is the drivers going to show up. But for now GL2.1 with extensions such as texture arrays is good enough for me. Just sucks ATI doesn't have them, and from what Phantom says looks like I can rule out coding my engine on ATI till GL3.0+ is out... Oh well looks like Nvidia for me for now.

I am now going to move onto physics and looking at using Bullet for a library. Anyone here using it already? I want to use it for car movements and possibly collision detection...

Been toying around with a Mac again, but every time I look at one, I look at GL support on one and cringe again, as the drivers don't support what I want them to, and hear horror stories about the drivers keep breaking old school support and other items of interest.

Well good to be back, and now on with the show.

Later

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Welcome back, always nice to see community members returning from hiatus.

I've heard many good things about Bullet in my travels. Recently at IGC, GG announced it was using it for its Torque 2 engine and at a tools/library round table it was brought up a lot.
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Welcome back! Good to see a familiar face return, even if they are on the dark side (*cough*OpenGL*cough*) [smile]

Jack
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Thanks, and it feels good to be back. Just to let you know jolly, I have been eyeballing DX10. I picked up the Beginning DX10 book by Wendy Jones a few weeks ago. So I am looking at it as a possibility. :)

Oh if you read this again, what does DX10 have that is the same as PBO on GL? I coded a texture loader to load texture data into the PBO and by pass system RAM and dropped my RAM footprint by 64megs... Nice! and now it loads faster when my game starts up. I am not DX savy, so any ideas on this? Or does the DX lib have a function that will load the textures from Disk to GPU as I have done already? and if so can one still code their own load to do the same thing? Thanks!!!

Gaiiden that is reassuring to hear this. I think it will be a good choice for me then.
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Tell me what a PBO is/does (Live search couldn't give me a simple answer) and maybe I can help. Till then, I haven't a clue [smile]

Jack
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