• 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.

Archived

This topic is now archived and is closed to further replies.

felonius

[java] Vampire

0 posts in this topic

Hi, I might be slow but I just now tried out Vampire - the Masqarade and am impressed with it. After looking at it I realized that the scripts all are written in Java (the file classes.zip from JDK 1.1 is even part of the distribution) and run in interpreted form. Making the scripting language in Java and making the engine in C++ is quite an excellent idea. It shows one way to do what I always argue for, namelly to put the things that need high performance in C++, and put all the control stuff that often is quite buggy in Java. What is important is that the 3D engine uses so much processing power that the control code uses a small percentage of the overall time of processor and any slowdowns are therefore insignificant. Vampire shows how this really is a good idea. I think it will be a long time before 100% Java commercial games will see the light of day but this mixing solution is the way forward the next years for those developers not so narrowsighted as most are. I am currently using a strategy for my own project where the engine is in C++ but it is wrapped with JNI so all the rest is in Java including all game logic and AI. This engine wrapper will be published under LGPL when it is done, so it might be a solution for other people here too. If you haven''t my article about mixing Java and C++ for games you should read it at: http://www.rolemaker.dk/articles/WhyJavaCanBeUsedForGames/index.htm Jacob Marner
0

Share this post


Link to post
Share on other sites