• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

128 Neutral

About Starter

  • Rank
  1. int& second(int n&) hmm...
  2. That's about right. However for #2 if you set 'a' to anything else including null then it will be garbage collected provided there is no other references to it (ex. #1 won't be garbage collected if 'a' is set to something else since 'b' is still referencing the original memory).
  3. Sounds like you want to program in Lua but have it compiled like C/C++ is. Well you're going to have to write a compiler for Lua, which is probably beyond what you can do now at this point. The second best option is to get the Lua intepreter source which is written in C/C++, and integrate it with your app, but that is really overkill unless your planning on making a game engine or something.
  4. Quote:Original post by CaptainJester java.awt.event.KeyListener To add to that: it's a interface so you will have to implement it in your game class. Then add it to the Frame or Canvas with the addKeyListener() method. Use the KeyEvent in the implemented method to get the key you want.
  5. I go to a UC school and I prefer it over the CSUs. Yes there are fee hikes and riots, but that's to be expected from shortfall of state funding. I wouldn't rule out UC as an option just because of the fee increases (CSUs aren't doing much better). For the game design major, I'm rather sketchy about it. I think the way its advertised to attract "gamers" to less prestigious colleges makes me suspicious about its viability. I chose the traditional route just to be on the safe side. However, I do believe since UCSC is offering it that game development degrees are becoming more mainstream, but in my opinion its just not mainstream enough for me. To OP: Since it sounds like like you want to focus on game development or more specifically game programming but still have it be relevant to other fields, I go with a traditional degree and minor in game development or something (from a UC school that is). And yes I like UC.
  6. The idea is to use something unique that can identify a process. Like a process id. This article can help: Link and this one: Link
  7. I don't even process WM_SHOWWINDOW so that couldn't be it. What my app does is one thread sends a custom message (using PostThreadMessage()) to another thread that has contains a window. The custom message tells the thread with the window to call ShowWindow(hWnd, SW_MINIMIZE).
  8. It also happens to PostMessage() when posting from different thread.
  9. I have a window with a message loop that receives messages from another thread via PostThreadMessage() to minimize itself, but every time the command is received and the ShowWindow(hWnd, SW_MINIMIZE) is called either the command is not removed from PeekMessage or the same command is added to the queue again resulting in an infinite loop. PeekMessage has the PM_REMOVE flag specified. I know this is a very specific problem but if anyone can help, please do!
  10. You only need to create a context if you are creating and rendering into multiple windows. Before rendering on a different thread you need to make the context current on the thread otherwise all OpenGl commands will be ignored. Says so on the MSDN: http://msdn.microsoft.com/en-us/library/ms537558(VS.85).aspx This helps to: http://msdn.microsoft.com/en-us/library/ms537547(VS.85).aspx OpenGl's website had something which I can't seem to find anymore.
  11. Shouldn't the entire window be destroyed and recreated with everything matching the new res? I think that's how it normally done, I never seen anything that could change res while the window is active or I could be stupid.
  12. You're welcome. I wish you luck on your Java adventure. I made some cool things with Java and LWJGL so its definitely worth it. I made a simple FPS game and a applet software renderer and all sorts of other cool stuff. Probably update my website with them but I will have to see. Java is pretty cool, so again good luck.
  13. It is just a simple test of object oriented concepts. Java compiles every class into its own .class file. So if any of your classes reference another than those classes need to be in the same directory or package or imported using the import package_name_here; The tutorial on packages will help you out. The BicycleDemo class just refers to Bicycle and calls it methods. If you know C++ than this shouldn't be an issue.
  14. Did you go here: Java Tutorials That's where I started out and it explains just about everything.