• 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.

YodaTheCoder

Pong game?

2 posts in this topic

What would be the fastest, easiest way to create a pong game? I allready have an idea of what I''ll do, but do any of you know a place where I could learn about clipping? And don''t give me nehe.gamedev.net... ~Jesse PS what are some good functions that I should use?
0

Share this post


Link to post
Share on other sites
Um...check out nehe.gamedev.net. Just kidding.

Your question is pretty vague. By "some good functions", I''m assuming you mean OpenGL functions (since this is an OpenGL message board). Check these out in MSDN, the Redbook, the Bluebook, or whatever you use: glOrtho, glVertex2*, etc, etc

I''m assuming this will be a 2D game, since you mention Pong. Even though I''ve seen a whole bunch of 3D versions of Pong.

For clipping, I wouldn''t bother. Just let the card do it. It''ll probably be faster anyway.

But if your interested, do a search for Cohen-Sutherland, or Cyrus-Beck. I think that''s how their names are spelt.

Parveen
0

Share this post


Link to post
Share on other sites
What you need to do is consider what you''ll have.

Gameplay: A ball bouncing around that scores a point for the player opposite the side of the screen it hit(left and right only). The players have paddles, and there is a max score at which point one player wins. Variables:
-Need a x-y ordered pair to represent the ball
-Need min-max pair of values for the respective values that represent the screen''s dimensions
-Need an vector structure to represent the ball''s velocity
-if desired need a value to represent the ball''s radius in calculations
-the dimensions and locations of each of the paddles for the two players

Clipping: All clipping in the game consists of checking collision detection between a point or sphere and a rectangle''s defining lines, or more specifically an axis-oriented rectangle. The way I handles this is as follows:
-For screen edges, I simply checked the individual axis values for the location of the ball (an x-y ordered pair)to make sure the ball location is located within the screen. Reflect by changing the sign of the vector values of the ball and setting the ball''s location within the screen''s dimensions.
-For the Paddles, you could perform the same procedure as I used for the screen, but do not forget to take into account that the ball will be within the paddle rectangle after finishing computation, and so you would need to move it outside by applying the new vector to the ball position of better by moving it to it''s proper location outside the paddle. In later versions of my pong-clone, I used a more advanced algorithm that would determine the intercept point for ball''s vector and the rectangles different sides. Much more realistic, but much more complex. But hey, it''s pong!

Graphics: I used all the games data variables to create the games graphics using color-fill operations using Direct Draw. I also implemented user-feedback with text that displayed the score and the winner, etc...

Hope this helps! If you want, I think I still have the source so I can email it to you if you desire. OneHotCoconut@cs.com

-Brent Robinson
0

Share this post


Link to post
Share on other sites