• 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.

adam4813

Members
  • Content count

    197
  • Joined

  • Last visited

Community Reputation

729 Good

About adam4813

  • Rank
    Member
  1. Multiply right by look instead of doing a cross? I am not looking at how I did it just suggesting this from memory.
  2. I would put forth my own framework, Sigma, that is still very WIP (the read me is very out-of-date). It has most bullet points you went (graphics is still shaping up, so no animations, particles, etc yet) and the sound is to be added (this weekend). It is pure C++ and takes advantage of some C++11. It works on Linux and Win32 (Mac testing is in the works). It uses GLFW for the OS abstraction layer (user input via mouse/keyboard works but it can also do controllers). OpenGL 3+ using a custom rendering engine. Bullet Physics. and of course HTML based UI using chrome (CEF in the works, but currently has Awesomium. It is being used for the Trillek engine (and is what is powering the milestone 1 release). You can contribute if you would like as well since we are a small sparse team of developers that are open to work from others. And let's not forgot the link Sigma.
  3. imoogiBG what if ptr is a base class pointer to a derived class to? Then sizeof the base class pointer would have predictable results (clearing the portion of pointed-to memory for the size of base class) but it would have undesirable results for the portion of pointed-to memory that is the derived class.
  4. You can get my take on it, in my article MVC and CBES as it Relates to Game Programming
  5. Maybe that is the logic then. If you aren't in a "section" or room then you left it via a non-portal, so kill.
  6. I believe by mix-in you are referring to a pure abstract interface. As far as my understanding goes, a mix-in is a class that provides a certain set of methods or properties to a given object. So in a sense all mix-ins are interfaces, but not all interfaces are mix-ins.
  7. The brackets are need around the ternary operator since it's in a macro. #include <iostream> #define a(i) << " bottle" << (i-1?"s":"") << " of beer" << #define w " on the wall" << int main() { for(int i=100;i-->1;) std::cout << i a(i) w ", " << i a(i) ".\nTake one down and pass it around, " << i-1 a(i-1) w ".\n\n"; std::cout << "No more" a() w ", no more" a() ".\nGo to the store and buy some more, 99" a() w "."; } After some tweaking 273 now
  8. Last one, had an issue with 1 bottle #include <iostream> #define a(i) << " bottle" << (i!=1?"s":"") << " of beer" << #define w " on the wall" << int main() {        for(int i=100;i-->1;)       std::cout << i a(i) w ", " << i a(i) ".\nTake one down and pass it around, " << i-1 a(i-1) w ".\n\n";     std::cout << "No more" a(0) w ", no more" a(0) ".\nGo to the store and buy some more, 99" a(9) w "."; } Characters w/o spaces: 277 Characters: 366
  9. After some more tweaking I brought it down to 274 could be 272 if you aren't required to have to line breaks after each round. #include <iostream> #define a(i) << " bottle" << (i!=1?"s":"") << " of beer" << (i>-1?" on the wall":".\n") << int main() {        for(int i=100;i-->1;)       std::cout << i a(i) ", " << i a(-1) "Take one down and pass it around, " << i-1 a(i-1) ".\n\n";     std::cout << "No more" a(0) ", no more" a(-1) "Go to the store and buy some more, 99" a(9) "."; }
  10. Here's my C++ attempt #include <iostream> #define a(i) <<" bottle" << (i!=1?"s":"") << " of beer"<< #define n(i) <<i a(i) " on the wall" << int main() {        for(int i=100;i-->1;)       std::cout n(i) ", "<< i a(i) ".\nTake one down and pass it around, " n(i-1) ".\n\n";     std::cout << "No more" a(0) " on the wall, no more" a(0) "\nGo to the store and buy some more, " n(99) "."; } Characters w/o spaces: 282 Characters: 366   Edit another tweak #include <iostream> #define n(i) << " bottle" << (i!=1?"s":"") << " of beer on the wall" << #define b << " bottles of beer.\n" << int main() {        for(int i=100;i-->1;)       std::cout << i n(i) ", " << i b "Take one down and pass it around, " << i-1 n(i-1) ".\n\n";     std::cout << "No more" n(0) ", no more" b "Go to the store and buy some more, 99" n(99) "."; } Characters w/o spaces: 280 Characters: 369
  11. The article is referring to calling alternative constructors within the same class.   An example would be calling Car() with a Truck object as an argument. The Car constructors might be Car(year, make, model, speed, tank_size) and Car(year, make, model, style). However it may have one that would take a Truck Car(Truck*) and make a similar car using the Trucks data (year, speed, tank_size). So you would call Car(Truck*, make, model) and that constructor would then call Car(truck.year, make, model, truck.speed, truck.tank_size)
  12. new () is the placement new operator. It is the same as calling the new operator, but you provide the placement (or address) at which to create it. Hence calling it with the this pointer tells the new operator to place the created object at the same location as the current.   However that could be bad if you use placement new on the this pointer when you use a base class constructor, The base class isn't as large as the derived type in memory and thus you will leak memory and have some odd/undefined behavior.
  13. Wow, I want to go make my own awesome art now...Thanks for the education.