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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.
HUD turned on

Other images in Rockland Software's AIRSHIPS!

HUD turned on

Norman Barrows
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This shot shows the HUD turned on. The HUD is used for testing, and displays some of the variables used by the flight model.

I've always been into airships. I used to read books about them when I was a kid. I've even designed a one man ultra-light airship, after extensive research, including talking to the U.S. Navy and having them send me everything they had on airship design. Despite only costing something like $2000 - $5000 to build, and being able to operate it for a whole season on about $400 worth of helium, I never got around to building it. I didn't have access to a large field. So I already knew a thing or two about how airships worked. It took a couple of weeks of online research to figure out all the physics formulas behind it. The I spent maybe a week or so (part time) coding it up. But it was worth the effort. The flight model is a highly detailed accurate modeling of the physics of lighter than air flight. 10 constants and 27 variables are used for the flight model. The code just to move and turn the ship consists of 5 routines totaling about 170 lines of code. The result is it flies like a REAL airship! (it's REALLY cool! <g>).


© AIRSHIPS! (C) 2013 Rockland Software Productions

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>>   The result is it flies like a REAL airship! (it's REALLY cool! <g>).


It also definitely gives you respect for the guys who used to do this for real.  You can do great things in an airship, but you can also screw up and crash and burn REALLY easy!


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