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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 Altaf

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  1. I wrote a working code. My problem is the returned path is correct but not the shortest path. I guess my parent list has a problem.
  2. I specified DirectX because I googled for A* code & i found some source code which was either complete C code or a C++ code made using some library which I don't have. I am working on building my own code. Hopefully I`ll finish it soon, but I need a working code for reference.
  3. Hi guys, Can any body send me A star ( A* ) path finding code in C++ for DirectX. Thanks in advance.
  4. Definitely there is no access violation. I used the return value in Directx error look up tool, but no useful info is provided. There is no entry fir that error code. If the code is crashing it should always crash, it crashes only when I load DDS DXT5 files, It successfully loads any other format successfully.
  5. Am using try & catch block, the function "D3DXCreateTextureFromFileEx()" itself crashes internally. Actually I have all the images in DDS DXT5 format, if the code crashes I just change the file format to DDS A8R8G8B8 format & the code works fine. Why is this happening, I want to use DXT5 only coz it take less space.
  6. Am pretty sure about the path, Coz the Debug exe file runs out of visual studio. Only the Release build has a problem.
  7. Hi guys, I am using the following function for loading a texture in DirectX8. This code crashes if I run the exe file directly. If I run it in visual studio it works fine. Later I changed the filter type to Default, Which loads all the files without any problem, but my texture are scaled now, Guys pls help me out with this, when it crashes it doesn't even give me any useful information. D3DXCreateTextureFromFileExA( device, filename.c_str(), D3DX_DEFAULT, DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN,D3DPOOL_MANAGED,D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0xFFFF00FF, NULL, NULL, &m_texture );
  8. Hi guys, Thanks for helping me with lost device & fullscreen problem. Am back here with a new problem. I use the code given below to compute delta time, Is it correct. pls help me. I am building a 2D game my anim speed varies from system to system. const double g_dMinFrameRate = 1 / 30.f; double g_dSlicedTime = 0.f; double g_dUnComputedTime = 0.f; void updateTime() { g_dCurTime = timeGetTime(); g_dElpasedTime = (( g_dCurTime - g_dLastTime ) * 0.001f ); g_dLastTime = g_dCurTime; } void gameLoop() { updateTime(); g_dUnComputedTime += g_dElpasedTime; if ( g_dUnComputedTime < g_dMinFrameRate ) { update( g_dUnComputedTime ); render( g_dUnComputedTime ); } else { for ( double x = 0; x < g_dUnComputedTime; x += g_dMinFrameRate ) { update( g_dElpasedTime ); render( g_dElpasedTime ); g_dUnComputedTime = g_dUnComputedTime - ( x - g_dMinFrameRate ); } } } EDIT: Please remember to use 'source' tags when posting code. [Edited by - jollyjeffers on November 27, 2006 10:39:21 AM]
  9. Thanx a lot Steve, u were of gr8 help,
  10. Am running my game in window mode, now I want to switch to Fullscreen, what should i do? Release the device & re create the device for fullscreen application, Am really getting confused. If I re-create the device i`ll have to release & load all the textures.
  11. One should call Reset() only when device is lost, rite?, But my device is not lost I want to switch from window mode to fullscreen & vice versa during game play, i.e, from options menu. I should still call Reset() & onDeviceLost() & onDeviceReset().
  12. Hi guys!. Can any one help me with fullscreen & window mode, I want to switch between these two modes during game play, Do I have to release all sprites ( am using LPD3DXSPRITE ), textures & devices & reload them again? Thanx in advance..
  13. Finally I found the problem, It was a silly logic problem, Thanx pal