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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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JBEngine: Demo Functionality and Physics

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JordanBonser

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[color=rgb(90,90,90)][font=Arial]I have just been working on a couple of bugs with my networking that have been annoying me, particularly the camera and player model becoming out of sync and also the spells were being fired in the wrong direction. I have now fixed both of these issues and I can now seamlessly fly around my demo level shooting spells, which is a relief.[/font][/color]

[color=rgb(90,90,90)][font=Arial]Next week me and a colleague are going to demo some of the functionality that has been added to our projects. We have been doing this every so often as I think this keeps motivation quite high and can spark some interesting discussions about implementations. For this demo I want to be able to have two clients connected to a game, flying around damaging each other with spells. This does seem quite achievable but It means I will need to put some extra work into the physics integration in my engine. [/font][/color]

Physics so far...


[color=rgb(90,90,90)][font=Arial]Currently the physics implementation is fairly minimal, allowing for collisions to be resolved and callbacks to be triggered for the two entities involved. I want to go much further than this and allow the new bounds functionality to be used for the physics shapes. I also want to allow the change of certain properties like restitution and friction for each physics object.[/font][/color]

[color=rgb(90,90,90)][font=Arial]Currently the physics code is not being sent across the network which is also something that will need to be resolved. each client will still need to do some sort of collision resolution to keep the game looking smooth, but the server will once again need to have the overall say so this will be a challenge. [/font][/color]

[color=rgb(90,90,90)][font=Arial]I'm excited to get this demo up and running smile.png[/font][/color]

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