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      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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SanePumpkins

Any Detailed Tutorials?

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I have a brilliant idea for a game, and I do know how to write stuff like AI and server connections as well sessions. 

 

I haven't got much experience with rendering and that kind of stuff, which is kinda an important thing when programming a game. I am looking for tutorials on creating a game engine that supports APEX and PhysX. I do really see these 2 as a requirement. I don't really mind if it requires any other 3rd party software, especially if that means less work and code that's probably optimized better than if I would have done it. 

 

The reason I'm not using an already existing engine, like the Unreal Engine, is simply because they are too limited. The online does not fit my needs. I have experience creating 2D games in OpenGL. (I do have a lot of other experiences, but none related to Game Development)

 

I Googled around to see if any of these tutorials exist, but it doesn't seem like it. Most of them are about how to use the PhysXLab or other utilities, which is not what I'm looking for. (But of course still very useful, after I've actually implemented all libraries. )

 

Does anyone know of a tutorial like this, or maybe wants to start one? 

 

Thanks in advance! 

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Have you tried https://developer.nvidia.com/technologies/physx for physx as they have boat loads of samples there, have to give you a fair warning though that NVIDIA code is not always the best to look at. They leave a lot up to the developer themselves when they can't fix the issue. You will want to grab the SDK from there and look at the samples in it, working with an API always requires you to do a lot of heavy lifting in the architecture department.

 

You should be looking at physics game engines to begin with and then see how you can incorporate Physx into that as all it is is a library like Havok to do the physics for you. Other good places for this is the bullet physics engine as that is running on OpenCL on AMD Gpu's.

Edited by NightCreature83
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The reason I'm not using an already existing engine, like the Unreal Engine, is simply because they are too limited.

 

I beg to differ. While it's true that dedicated (homegrown) engine is better because you create what you need, but do you think you can write everything from scratch? It would take a lot of time. Look at other engines, Unity 3D which allow you to use C#, Cry Engine 3 sdk where you can use C++, lua or C#(CryMono), Torque 3D and many more.

 

As for your original question I would suggest using Havok, it has very good documentation and source code of example applications.

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Yeah, at the moment I am looking into Unity. I think it should be possible in Unity, despite it not having APEX, it can still turn out nice. I'll look into Havok in a bit. I wanna check out all possibilities and then select the one that I feel is the best. 

 

If I'm capable of writing a game from scratch, the answer is simple. I'm not. I am mostly doing this to get experience. 

Edited by SanePumpkins
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