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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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Cameras... soon to be action!

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[BLURB]: Archetype engine has cameras! Hope to catch up with the Game Programming Gem series of books!!

[DEVELOPMENT: Archetype Engine]

Did quite a bit of work to give Archetype some camera action. It's a relatively simple camera, using an eye/center scheme ( thank you gluLookAt ). This allows me to move my eye (the camera itself) and it's point of focus (center) independently. There are also a couple of nice methods. One called "pan" which rotates the center coordinates around the eye, and the other is called "orbit" which rotates the eye around the center. Rotations are all handled by quaternion calculations, so there shouldn't be any abnormal rotation artifacts occurring.

Of course, the camera's all well and good, but without anything to see, there's no point to it. I'm close to solving that issue. Firstly, I created a class called iRenderable which, serves as an interface class for all world objects. All it does is store children (for complex constructs... like models), return bounding boxes, and has a couple of empty methods called render and postRender, which are intended to be overridden. There is also a method called renderChildren which calls the render->renderChildren->postRender pipe on all children within an iRenderable object. I dear suggest that, in effect, I've created a scenegraph node structure... and that's where I plan on continuing next... building a scenegraph-esk structure. Ok, maybe not "esk"; maybe an actual scenegraph structure. Once complete, I should be able to write the first demo for the "engine"... exciting!

Of course, if anyone is at all interested in taking a look at the progress, feel free to grab a copy of the repository here at gitorious! NOTE: All the latest updates are in the development branch.


I just got my hands on Game Programming Gems 3 the other day!!! Up until about a year ago, I hadn't even realized they continued the series past the second book, let alone expanded into other gem series, such as GPU Programming and AI Programming. I felt like such a dumb-ass when I learned I fell behind with the series by SIX books! I had a little extra cash the other week (and, technically, that's not true, I just couldn't help myself), so I bought GPG3. I suppose the smart thing would have been to purchase GPG8, but I have a thing about purchasing sequential items in order. I know it's probably silly, but still, I have trouble bringing myself to buy things out of order.

That said, however, I should, hopefully, be starting a new full-time job soon! With the money I'm making there, after I get some personal things settled (broken washer/dryer, fix up car, buy a Droid ... mmmmm... drooooiid... *cough*, and so on) I will be able to continue collecting the gem books and hopefully gain some wisdom that will help me take my engine and games just that once step further :)

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