• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

Component Manager and GUI

Sign in to follow this  
Followers 0


So my custom GUI uses an inherited 'GUIObject.hpp'. They are then kept in a std::Vector of pointers. I have a ComponentManager that handles different screens/frames (however you want to look at it), the ComponentGui (cGui), and Component2d (c2d). Both cGui and c2d are 2d components, but the latter is going to handle the 2d objects and animations.
This time around, I am making sure every object has a constructor, a copy constructor, and an =operator override. Now obviously when translating from c++ to java for android, there will be changes. But a lot of use of the GUI is for the model/scene creation, and not the game itself.
The GUI before used to use mouse coordinates, a combination of left, middle, and right buttons as function parameters that is sent to the first GUI that the mouse coordinates were inside. The order of checking was determined by controlOrder, a vector variable that held a string and integer. It kept the position of guiObject[], and the type of object it was. I used a variable to order my controls and screens versus reordering the original vector because that seemed like the more efficient code. Changing the order of a complex variable would theoretically take more time than to change a variable that held an integer and string.
This time around, I am still using controlOrder to keep track of the drawing order. But, I am making sure that each guiObject[] has a Draw and a DrawPick function. The pick function takes one of its parameters as a pick color value. That value is then drawn in place of its normal color/texture value. I then use the glReadPixels to read a pixel value off the screen at the mouse coordinates.

R = Type. Is this a GUI_TYPE, a C2D_TYPE, SCREEN_TYPE (0 left as nothing for R)
G = Index1. Which GUI, C2D, SCREEN
B = Sub-Index. Which GUI Component, C2D Component, SCREEN part (control box, frame);

So far, this will limit me to 255 types, 256 indices, and 256 sub-indices. I am pretty sure I won't cry over limiting myself to 256 2d Objects on screen.

I have read so many articles, I couldn't tell you where I read how to do some of these things.

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now