• 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.

civguy

Members
  • Content count

    1869
  • Joined

  • Last visited

Community Reputation

308 Neutral

About civguy

  • Rank
    Contributor
  1. I naturally went to check the original thread, and it seems like the packet only had concept art (huge 50 MB PSD images) and some videos. So it could've well been done on purpose. I was expecting to see some models and textures at least..
  2. Quote:Original post by capn_midnight Still, at ~$60.00US/TB, how is it possibly that cheap?The cost is paid by the users who use only a tiny fraction of the bandwidth available (which is probably >99% of them). Also, I think most ISPs have some rules on what the connection can be used for.. If they saw you using full bandwidth 24/7, it's probable your connection would be cut off.
  3. Quote:Original post by OpenGL_Guru if you have C++/C#/MFC for example and you need to learn VB, yeah you could know the language but i doubt you could be hired and start writing this massive VB app without at least doing some reading/syntax look up firstSo once you know that'll be your project, you do some syntax look up, read code from others, get a library reference and start working. It honestly doesn't take long if you have learned a couple of APIs and more than one related language (like C++ and C#). Quote:you MUST know all the required stuff and be able to learn if needed the other DESIRED stuff.My undisclosed experience says otherwise. Of course if they ask you specifics of some language you don't know in the interview, you're probably screwed. I must've been somewhat lucky too..
  4. Quote:Original post by krikkit People get too scared by job listings. As long as you arent been a spam-happy job-seeking freak, and made a bad example of yourself by forwarding your resume to everyone on the planet, its not going to hurt your career to go after this job, even if you think the requirements sound out of whack. This is HR talk, bullet points and keywords. If you can get past the HR brick wall (thats the finger-crossing part), you might be surprised what the boss is really looking for once you land yourself an interview. Just throw the pertinent keypoints back into your resume so the first line of hiring defenses can go "check, check, check" and slide your resume on to the people who will actually be talking to you and giving you the job.Indeed. They're obviously looking for a good engineer like everyone else, so they think the big scary list will eliminate the applicants who are insecure of their general programming skills. And it probably works. People who know their stuff (excluding VB in this example) know they can pick up VB fast enough so their bosses don't even know they wrote their first line of VB at work which "required" VB skills.
  5. Quote:Original post by daviangel So it's like if HL2 Deathmatch was available for free on steam but not HL2 itself so you still need to buy it if you want to play the single player game from what I understand.Yeah. FEAR multiplayer component being free is kinda like HL2 multiplayer component being free, except the game is FEAR and not HL2. And HL2 multiplayer component doesn't happen to be free. Great analogy, it really helped me understand this complex matter. Thanks.
  6. Quote:Original post by Lode I've been trying with LaTeX, but have had a terrible experience with it. Is LaTeX really advisable to make such a thing in?What was the problem with LaTeX? I made my CV originally with Word when I didn't know LaTeX. Then I pretty much just copied the text to LaTeX, added some simple tags and the end result looked much nicer than the Word one. Like does any LaTeX document compared to any Word document I've seen.. I really can't recomment LaTeX enough, and I do think it's suitable for all documents.
  7. Quote:Original post by zer0wolf Quote:Original post by DuranStrife He invented First-Person Shooters, moran. Thus, Carmack > you. Generally it helps when you're insulting someone's intelligence or perceptive abilities to spell your insult correcting [wink]Generally, maybe..
  8. A bloom filter might make it look "better". Depends on what you really want. To make bloom, copy the image to a new layer. Then blur the layer with gaussian blur so that it's not too blurry but not too sharp either. Select layer style as "screen". Then adjust brightness and contrast until you're happy. Increasing saturation (on the bottom/background layer) could also help.
  9. Quote:Original post by jfclavette <Jab at Ubuntu>Some OSes just stored it in plaintext in the install log until recently</Jab at Ubuntu>It's quite wrong to use "until recently" when the bug was only in one version. Not in earlier or later (official) ones.
  10. Quote:Original post by Alpha_ProgDes in unrelated news..... no Halo 3 information. ergo, MS E3 conference was waste of time..... [flaming]Who cares about Halo? Didn't they announce that GTA 4 would be X0 exclusive? That's big news if it's true.
  11. Download some of their demos. They have several controls that let you change how the trees are rendered, so it's easier to see what techniques are used. For example, entire trees are drawn as billboards as soon as they're only like 20 meters away from you (well, you could alter the distance in the demo). I believe they dynamically create the billboard texture to look like the particular tree you're looking at, from the correct angle, and update that texture every once in a while. Although I may be talking out of my ass here. See for yourself.
  12. Emulators already exist for symbian phones and they work quite well. E.g. http://e32frodo.sourceforge.net/. And some of the games do work fine on phones (in how well the controls work and how small text you need to decipher from the screen).
  13. Quote:Original post by Mithrandir This reminds me of exactly WHY I quit using C++. How the heck is that code readable? The first line and second last line are ugly; a little less uglier than C++98, but still ugly nonetheless. What's so bad about adding a foreach? Why must we insist on using unreadable iterators? Why must the standard library insist on using an orgy of template parameters that no one understands?I think that code example was used just to show some of the new features, not as an ideal way to write code. Stroustrup wrote somewhere that C++ will have foreach, maybe with syntax "for (i : coll)". With "auto" keyword you could even write such foreach yourself as a preprocessor macro very easily. And why do you worry about the orgies of template parameters? Most of them have sensible default values. Most of the containers, for example, only require the type. Same as in Java and C# generics.
  14. Quote:Original post by Thunder_Hawk Quote:Original post by nes8bit IBTL (200kb) Btw, I got 78... bee-otches Is that all you got? [pig] I easily got 80 once I figured out how to play the game... [EDIT] Make that 85 [wink] I got 403, and I didn't even get it.
  15. Quote:Original post by phantom I had a thought about this earlier, we probably arent so much evolving as segmenting. This works under the principle that people who are alike tend to end up together and reproducing. As such you tend to get 'clever' people together and on the flipside you get 'dumb' people together. Now, assuming that intelligence is govened somewhat by your DNA in theory you will see a widening gap between the 'clever' and the 'dumb', effectively the formation of a genetic underclass. Ofcourse, I could be very off base with this, but if my assumption is correct it does seem vaguely likely.Nah. That would not lead to a widening gap or any sort of segmentation. Only larger variance.