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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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mIXpRo

need help

3 posts in this topic

hi,

i seriously need help ,
the goal :
1) expert game programmer and developer 2d 3d .
2) write my own game engine (not necessarily in the near future)

------------------------------------------
what i have :
i'm a student at a computer since faculty so i know :
1) c++,java,c - real good
2) algorithms , graphs , data structures .....
2) oop (object oriented programming)
3) OS (linux kernel)
4) maths (physics math , algebra and differential math)

i know opengl ES 2d i have developed a 2d game for android ,
so i know the basic concept of game programming .

------------------------------------------

my question are :

1) where to start , i mean if you can really answer this professionally i'll be thankful ,
advise me some books and please let it be the kind of books that doesn't say we'll use this flag and this parameter
but the kind of books that explain why , explain all the parameters where do they come from and how they are calculated ....(detailed stuff for experts) ??

2) i took a look at the "table of content " of the gems book series (game programming gems game engine gems graphics gems and GPU gems ) and i have to say i laaaaughed ... i was quite shocked of the amount of information one needs to know.
i want to know if i really need to know that stuff ??? and how the hardware are related to game programming , i mean why do you need to do different version of code to match different hardwares ???


note : by the way i want to program in opengl .



thanks for any help .
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An important thing I think needs to be said is that you're not necessarily programming different versions of your renderer code specific to different GPU hardware manufacturers if you're writing OpenGL or DirectX code. The practice of writing as close to the metal as possible to achieve good results has kind of gone to the wayside for PC game development since the days of GLQuake and is more or less delegated almost entirely to fixed platforms such as game consoles. That's not to say you couldn't just go ahead and write different versions of your code for say, the GeForce 600 series, the 500 series, and then a version specific to the Radeon 6xxx series, but it will probably end up being more frustrating and more effort than it's worth than to just write for OpenGL or DirectX.

What's ultimately happening is that you're calling to OpenGL, which then interacts with your video card drivers, which then finally interacts with your graphics card.

Really, I think the most important choice you're going to end up making as far as target hardware is concerned is whether or not to write in OGL or DirectX if it's for a PC game. Edited by darkhaven3
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larspensjo your book looks pretty serious (i like [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ) .

darkhaven3 aha , i get it now thanks :) .
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