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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 Daedric

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  1. thanks guys i understand these replies are great!
  2. Ive been working natively in C through college and getting into real world applications a friend brought the question onto me of, when in game programming, or any instance for that matter, is it better to use C than C++? I do know that C++ has a vast STL that makes it nicer to code in. But the only thing i can come up with is that sometimes... (lightly) hand-written code in C may perform faster than something written in alot less lines of code in C++. I dont mean for this to be a C++ vs. C flame just looking for a couple examples. Thanks! daedric
  3. wow silly me, thank you sir
  4. ok so i have a project and usually i have been just been puting .bmps in the local folder, lets say MyProj\test.bmp, so when i call my D3DXCreateTextureFromFile i just call with "test.bmp" well im currently testing a project that includes multiple bmp images so i would like to put them into further folders in the project folder, lets say MyProj\Bitmaps\test.bmp. my assumption was to call it using the Source file string as ".\Bitmaps\test.bmp", but nothing shows up? i am using visual studio 2005 daedric
  5. so how would i accomplish having the view be directly down on the plane? im trying to simulate 2d in 3d. How would i calculate the up vector?
  6. if i define my camera as the following my plane dissapears D3DXMATRIX matView; // the view transform matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (16.0f, 40.0f, 16.0f), // the camera position &D3DXVECTOR3 (16.0f, 0.0f, 16.0f), // the look-at position &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform i figured out it only dissapears when my camera and look at position have the same x and z coordinates. all i have is one quad located at 16, 0, 16 to 17, 0, 17. if i change the camera to the following my quad appears again? D3DXMATRIX matView; // the view transform matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (16.0f, 40.0f, 16.1f), // the camera position &D3DXVECTOR3 (16.0f, 0.0f, 16.0f), // the look-at position &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform these are my render states d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); // turn on the 3D lighting d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(100, 100, 100)); // ambient light d3ddev->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE); // handle normals in scaling
  7. I have created a plane of textured quads laying on the x and z axis. My issue occurs when i place the camera at (16.0f, 10.0f, 16.0f). The plane of textures is located at 0.0f on the y-axis. How come when i put the camera at the perpendicular angle (to look straight the plane) the plane of textures dissapears, but if i change the camera to something just off like (16.0f, 10.0f, 16.1f). also, the block of textures is 32x32 so 16 and 16 is the center, and my look at position is (16.0f, 0.0f, 16.0f). i can see it. any ideas? Thanks in advance!
  8. ok i fixed my problem, i changed the while loop to for loops that work off of ints instead of the float values, and reset iposx and the x counter every time the z decrements. Thanks for your time. daedric
  9. i believe my vertices are in correct order, when i draw just one single one with the same vertices it will draw the two triangle (one square)
  10. ok so im attempting to use a vertex buffer and the draw primitive funtion to create a simple square plane the has a texture repeating in it. I know this can be done easily by drawing one large 4 vertice triangle strip and set it to repeat the texture. but what if i wanted to draw each texture block seperately? when i try this nothing shows up? I have a loop set to create 1.0f x 1.0f blocks in a square, so right now i increase a counter and then translate to the counter and call draw primitive again. any thoughts? here is what i am attempting.. static float iposx = 32.0f; static float iposz = 32.0f; while(iposz >= 0.0f) { while(iposx >= 0.0f) { D3DXMatrixTranslation(&matTranslate, iposx, 0.0f, iposz); d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate)); // set the world transform // set the texture d3ddev->SetTexture(0, texture_1); // draw the textured cube d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); iposx -= 1.0f; } iposz -= 1.0f; } the field is on the x and z axis so the camera is up the y axis looking down on it. and my vertices are defined as this... CUSTOMVERTEX t_vert[] = { // floor { 32.0f, 0.0f, 0.0f, 0, 1, 0, 1, 0, }, { 0.0f, 0.0f, 0.0f, 0, 1, 0, 0, 0, }, { 32.0f, 0.0f, 32.0f, 0, 1, 0, 1, 1, }, { 0.0f, 0.0f, 32.0f, 0, 1, 0, 0, 1, }, };
  11. sweet thanks guys
  12. it will be in a windows (xp) environment, sorry forgot to specify this
  13. Hey i have a project to figure out thats fairly simple and im stuck on a simple question that i'm having trouble searching for a solution. All my code needs to do is go through a tab delimited text file and remove lines that include "Event". This I CAN DO. The problem arises because i want the code to open a file browser to allow the user to open any file they choose to remove these lines from. Is there a simple function to open the file browser in c or c++? thankyou in advance for any help received. Daedric
  14. my problem with looking at source code is its all seperated up, like in the quake 1 example, where do i start? sure i can open random files but is there a best way to go about looking at samples? like i just wish there was design documents for the 100 .c files :( . BTW, it seems everyone recomends c++, but most i see is in .c files, same difference? yes i know c isnt c++ just asking
  15. hmm, that really does give some good insight to openGL, and i might look more into that path if i can't find something similar in DirectX. I have heard openGL is easier, but positions id like to get into would be more towards DirectX. those two websites do look like a start that could lead to better things though thank you! i would also like to see what others recommend, if theres more websites like that it seems i will be busy! ;) Daedric