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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.


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About jochen

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  1. [quote name='Jarwulf' timestamp='1334983712' post='4933430'] What price did you pay? ... [/quote] I paid 357.89 Euro ordering at Amazon. You can get it a little cheaper if you look around the web for best prices. However, I had an amazon gift voucher... Best Jochen
  2. Thank you for the input Ashaman! I ordered a [b]Wacom Intuos5 Touch M[/b] this afternoon. Little bit over my initial budget [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]. But well, after looking into several reviews I thought it's the right one for me. I'll drop a note about how happy I am with my decision once i got used to it. Best Jochen
  3. Hi everyone, I'm planning to buy a graphics tablet, however I have never used one before..., so i don't really know what I should be looking for. Can someone share some recommendations on Manufacturer/Model or special features? My budget is about 100-200 Euro, I plan to use it with open source software mostly (blender, Paint.net), if this should be a limitation. Don't know if this is important, but I could imagine it is: I'm left handed. Thank you in advance. Best Jochen
  4. You could try: [code] var xDoc = new XDocument(); var rootNode = new XElement("RootNode"); var childNode = new XElement("ChildNode"); rootNode.Add(childNode); childNode.SetAttributeValue("Name", "foo"); childNode.Value = "Today is a nice day"; xDoc.Add( rootNode ); var stringToSend = xDoc.ToString()); // for simplicity, the '=' is our network var stringReceived = stringToSend; var someOtherXDoc = XDocument.Parse( stringReceived ); [/code] best Jochen
  5. [quote name='Gasimzada' timestamp='1329022552' post='4912189'] Awesomium is a great gui framework. It is built on top of chromium. If you have experience with web design languages (html, css, js), that will make your life way easier. Integration might take some time but its worth it. [/quote] There is also a free variation of awesomium which you can find here: [url="http://berkelium.org/"]http://berkelium.org/[/url] And an other one here [url="http://code.google.com/p/chromiumembedded/"]http://code.google.com/p/chromiumembedded/[/url] And yes, It's worth the effort. Best Jochen
  6. [size=5][sup]I would love to see a sequel for Master of Orion. Best in the style of MOO II but with turn based 3d combat.[/sup][/size] [size=5][sup]edit: fixed type and changed to a larger font.[/sup][/size]
  7. chaiscript looks very promising. It downloaded some months ago, but didn't spend much time on playing around with it yet. However I like the nature of the approach very much. Best Jochen
  8. Ups, I got so used to my directX property sheets... I even assumed directX had link dependencies via #pragmas. Well the problem is, that the linker knows where to look for the external dependency (you told him via the lib directories), but actually it doesn't know that it has to link with it yet. Solution: add d3d11.lib to Linker --> Input --> Additional dependencies. I'm not sure about the correctness of d3d11.lib. I don't have a development machine available atm. But you can eassily find the correct dependency in the documentation that is shipped with the SDK. The documentation for D3D10CreateDeviceAndSwapChain should mention which file to include and which lib to link against. Best Jochen *edit: added a missin you an din.
  9. Quote: The first step worked however i am unable to add the lib library to resolve the error whihc you predicted. The libraries should be located in a directory "lib" which should be right next to the "include" directory in your directX SDK installation directory. Quote: Are you able to tell me why I have not encountered these problems before on visual studio 2008 You probably used an older version of direct X which already is included in the MSVC version you were using. So the default include and lib paths already pointed to the correct locations. Just a hint, maybe you should google a little about c++ / compiler / linker / include files / libraries / dynamic / static linking / object files / source fieles etc. Once you understand what all these things are there for, the solution to an "unresolved extenal" will become obvious to you as you see it. However this is nothing you can grasp over night. It will take you months if not years to fully understand all the little details about c++. Best Jochen
  10. Hi, You are missing include directories. There are serveral ways you can fix this. 1) Straight forward option is to right click your project -> choose Properties -> C/C++ --> General. In the table on the right. Add an additional entry for "Additional Include Directories". (Click into the edit box then click the ellipis, add a new entry and browse for the include directory, which should be something like c:\Program Files\DirectX SDK\...) Now the comiler should work, but the linker will complain about unresolved exernals. You can fix that by adding an additional lib directory ( Linker --> General --> Additional library directory ) 2) A fore flexible variant is by adding a property sheet. To do this open the property manager. View --> Other Windows --> Property Manager. Right click the project and choose add new property sheet. Now make the above changes in the property sheet. The benefit is, that you can reuse the property sheet in your next program. Best Jochen
  11. Ty for your reply Hodgman. I'm curious, is anybody using trac in their production environment? Best Jochen
  12. Hi all, assumed, you had the chance to redo your companies development infrastucture, which solutions would you evaluate/choose? As an example: mercurial, trac using plugins for integration of project management, buildsystem and testframework. or simply MS Team Foundation Server. Which infrastucture/tools did you work with? And whats your general approval? Well, here is my experience in telegram style, which should be sufficient, since we still have google to fill in the gaps. Clearcase/Clearquest: It simply doesn't work out. Slow Slow Slow. Unintuitive UI. Lacking atomic commits. Subversion: Works well in general. Tends to fail when it comes to branching and merging. Mercurial/TortoiseHG + VisualSVN + MSBuild + boost/test(unfortunatly this is native only): works great. Big plus for distibuted VCS, expecially if you work on different environments often, which is what I have to do. Bugzilla: Did a good job back then when I used it. Mantis: Did a good job back then when I used it. Trac: Never really used it. But looks very usefull from what I can tell observing boost development. Best Jochen
  13. Hi Slicer, In case you do atm, don't update drag evey frame. Integrate (e.g 2 times a second), and interpolate positions for rendering. Partition your space into cells. For each Particle P. Calculate particle <--> particle drag only for particles in the same or neighbouring cells. Then add particle <--> cell drag for all remaining cells. Just my 2 cents. Best Jochen
  14. well here is a workaround that doesn't use .vcprops or .props at least it works for assimp, where I only need the boost include path: msbuild "workspaces/vc10Local/assimp.vcxproj" /t:Rebuild /p:Configuration=debug-st /p:Platform=Win32 /p:IncludePath="%INCLUDE%;d:\Development\3rdParty2010\boost\Include\boost-1_43" where %INCLUDE% expands to the correct microsoft include directories if called from a MSVC shell. I hope this saves somebody else some time with messing around with msbuild. However if someone should find the propper solution to this. I'd gladly get to know. :) Best Jochen
  15. Hi all, k, now I got this shiny MSVC Professional and face the problem of porting automated builds to the new msbuild system... Hopefully this is a simple one for some of the msbuild pros :) Task: Convert the batch file that automatically builds