• 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.

PsYcHoPrOg

Assembly Language

8 posts in this topic

In a lot of the books I have read about game programming, assembly language is mentioned as a great help. However, the books don''t explain why or how. So I''m asking here, Why? How?
0

Share this post


Link to post
Share on other sites
short answear (im sick and tired of writing for the moment):
why: speed.
how: excluded in the short answear, some other day maybe.
0

Share this post


Link to post
Share on other sites
why: assembly is closer to machine language than c/c++ or any other high level language. you can write the most optimized code the closer you get to machine level. dont even mess with it until you need to optimize certain functions for speed or dont mess with it at all.

how: figure it out when you need to know
0

Share this post


Link to post
Share on other sites
Thank you for responding, but I am aware of the reasons that you both have submitted. However, I raise another question... how do you include the assembly language in a game written using a C++ compiler?
0

Share this post


Link to post
Share on other sites
1) using inline assembler (most C/C++ support it)
2) compile the asm files into seperate objects and link it all together.

using the inline assembler is a trival task, usually its something like (in MSVC is it _exactly_ this):

_asm (asm in borland)
{
push eax
mov eax,ebx
...
}

Edited by - Staffan on 2/9/00 4:32:56 PM
0

Share this post


Link to post
Share on other sites
Why: Its harder , more challenging , more control as to how you program is executed ( Can anyone say Re-entrant self self altering code ? )

How:Use Masm32 or Tasm
0

Share this post


Link to post
Share on other sites
Read the "Win32 Assembly" guide on this site. It tells you exactly how to do it and theres a link to download MASM32.

http://www.gamedev.net/reference/programming/features/win32asm1/
0

Share this post


Link to post
Share on other sites
As Staffan showed earlier, your C++ compiler is also an assembler. You''d rarely need to compile your assembly program seperate from your C++ program.

E:cb woof!
0

Share this post


Link to post
Share on other sites