• 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
Dimension10

Just getting my hands dirty. Questions for starting out.

3 posts in this topic

Hello all. I just now joined this site, and I had a few questions before I start getting my hands too dirty in game development.

 

(You can just skip over Goal and Knowledge. They're just there to give context.)

 

///////////////////////////////////////////////////////////////

Goal:

 

-I would like to design custom 3D engines, as well as GUI's to make game development more of a GUI experience. I used .werkkzeug for quite some time, and have become rather fond of the interface.

 

To me, creating my own sets of graphics methods is more interesting than the actual game development.

 

Knowledge:

 

-I know a lot of the concepts already, such as rasterization, shaders, normal mapping, tesselation, deferred rendering, etc. I'm especially interested in Voxel-based Global Illumination. What I lack is the actual implementation.

 

-I've been spending the summer learning C++, including object-oriented programming.

 

-I have some math under my belt: Differential/Integral/Mulltivariable Calculus, Linear Algebra, and two semesters of Differential Equations.

///////////////////////////////////////////////////////////////////////////////////////////

 

 

Okay, so here are my questions:

 

1) Which would you recommend: DirectX or OpenGL? Which is generally easier to work with, and what are the differences?

 

2) I notice that DX projects have some brutal initialization. It looks like 20+ headers and sources just to make a window. I understand some of the stages, but is this normally all done manually, or is it more common to start off with a framework, and add in what you need?

0

Share this post


Link to post
Share on other sites

Without starting a flame war, I prefer DirectX, mostly because I'm used to it and know the in-and-outs of it better than OpenGL.

 

Historically DirectX gave your more control and adopted new graphic card features quicker than the OpenGL standard did. OpenGL supported new features through extensions that were provided by the different hardware producers and made it a pain to support all the different graphic cards that were out there.

 

Today when you can do much work on your own in shaders the difference is not as big as it used to be. The main difference is that DirectX is only for the Windows platform. If you are to do 3D programming on other platforms than Windows (e.g. Android) you will have to use OpenGL or some higher abstraction of it.

 

To answer your second question - yes, the DirectX initialization and overhead work is quite brutal, but have gotten better over the years. This is connected to by first remark above - it gives you control. If you download the DirectX SDK (part of the Windows SDK nowadays) there are examples and tutorials supplied with the SDK that helps you with the mundane work of setting up DirectX. You will get started with actual graphics coding quickly, so don't worry about the initialization so much.

2

Share this post


Link to post
Share on other sites

Okay, thanks. Initialization is the #1 part I'm afraid of. I'm watching John C Murphy's tutorials on YT, and it's an insane amount of stuff to remember. It seems like to be decently efficient at DX programming, you would need all of the initialization done in some sort of pre-made template, then access a "Game()" function of sorts to actually get the programming done. That way all of the actual game information can be consolidated elsewhere.

 

But the farther I go into this video, the less likely that seems possible.

 

Also, while the DX SDK is included with the Windows SDK, which is included with VS2012, it lacks the headers and library files needed for almost all of the tutorials online. Namely, d3dx11.h and DxErr.h. They are completely missing, so I had to download the SDK anyway.

0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0