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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 riruilo

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  1. [quote name='IADaveMark' timestamp='1318964765' post='4874006'] [url="http://en.wikipedia.org/wiki/Scribblenauts#Engine"]http://en.wikipedia....blenauts#Engine[/url] [/quote] Thanks a lot! It's very interesting.
  2. Hello mates! I guess you already know Scribblenauts Remix, for iPad/iPhone, there is also a version for Nintendo DS, one or two years older. Here a video: http://www.youtube.com/watch?v=QTxtCQKTFdc I wonder how technically this game was created, I mean, did they use brute force and added thousands of words and graphics? or another technique was used? Any idea? Thanks a lot.
  3. Hello mates! I tried what all you suggested me, but the result is not very good. See: [img]http://img88.imageshack.us/img88/168/71939512.png[/img] [img]http://img15.imageshack.us/img15/5848/45951803.png[/img] [img]http://img823.imageshack.us/img823/3557/91792744.png[/img] It seems textured triangles overlap with others and then the result is horrible. Do you have any other suggestion? Thanks a lot for your help.
  4. Hello friends! I'd like to create this effect on the iPhone, I think this is called "warp a texture using a mesh": [img]http://img836.imageshack.us/img836/1448/81651339.png[/img] [img]http://img12.imageshack.us/img12/6218/23535020.png[/img] [img]http://img405.imageshack.us/img405/3998/35622501.png[/img] So my questions are: Do I have to use a shader to create this effect? A vertex shader. Maybe avn be created just a mesh with several polygons and then move some vertex when user taps and moves. Updating data structure and drawing it again using [font="monospace"][size="2"]glBegin and inmediate mode.[/size][/font] [font="monospace"][size="2"]I guess there is no performance problems using inmediate mode, isn't it?[/size][/font] [font="monospace"][size="2"]Perhaps if I modify my data structures I can get something like:[/size][/font] [font="monospace"][size="2"][img]http://www.thebest3d.com/dogwaffle/help/PDHelp/Transf5.jpg[/img] [/size][/font] Do you think I should use shaders? (I'm just a beginner). Apart from all that, do you know where I can find information about the algorithm I have to applay? or any suggestion about how to deform vertices in this way. Thank you very much for your time and help. Ricardo.
  5. [quote name='Dreddnafious Maelstrom' timestamp='1297475935' post='4773161'] If GAE restrictions don't cause an issue with your application then it's hard(impossible) to beat. Pro's versus EC2: 1) You only pay for the part you use, including bandwidth, process time, datastore etc.. EC2 bills you for the number of instances you have access to. 2) No admin - really, none. EC2 is closer to the metal and thus requires the typical set up and admin. 3) Automatically scales. New server power spins up as your users consume it. You_must_do_nothing. EC2 requires you to log in and spin up additional capacity. Cons versus EC2: 1) Python or Java server-side only. EC2 supports most every framework. 2) https requires the .appspot sub-domain in the url. 3) there's a dearth of good frameworks for GAE while EC2 is compatible with most of the mainstream frameworks. 4) you can't write to files on GAE, datastore, cookies, and memcache are your writeables. EC2 doesn't have this restriciton. 5) GAE does not have a relational datastore. This requires a rethink of how you structure your data and also limits your data access layer to either built in classes or GQL. EC2 supports all the typical DAL's. 6) No service level agreement. This list is hardly exhaustive. I'm a fan of GAE. It requires a re-think of your development and workflow but this also allows it to scale massively. [/quote] Thanks a lot Dreddnafious, very helpful. Do you know any good forum where I can ask cloud computing question? I mean, a general forum, I already know Amazon and GAE forums. Thanks.
  6. Hello friends! I'd like to create a server with a database that uses REST to communicate with an iPhone app I'll create. My question is, what do you think is better, Google App Engine (App) or Amazon EC2? By the way, do you know any good forum about cloud computing? Thanks a lot for help.
  7. [quote name='Antheus' timestamp='1295739322' post='4763200'] [quote] I was asked[/quote]In person? Or was it written question? [/quote] It was an online test before a personal interview, 30 questions, about 2 hours, some of them, coding.
  8. [quote name='megabaki' timestamp='1295736229' post='4763174'] [quote name='ricardo_ruiz_lopez' timestamp='1295721627' post='4763078']<br />Hello!<br /><br />In a job interview (3D programmer) I was asked this question:<br /><br /><br />&quot;Suppose a floor is modeled with square tiles, and each tile is placed by transforming a quad from its canonical representation, say at the origin with unit side lengths, to its final position and size. Strangely, when we render the scene, we can sometimes see small crack appearing between tiles, even if mathematically the vertices of neighbouring tiles are identical. <br />Why is that? <br />How to solve this problem?&quot;<br /><br />I thought it was a T-Juntions, but not sure.<br />What do you think?<br /><br />Thanks a lot.<br />[/quote]<br /><br /><br /> Is this the full question? Because I think this question has something to do with texture mapping, even though your question doesn't seem to mention anything about "textures". There are rasterization rules for that. [/quote] Only that. There is no more info.
  9. [quote name='Jason Z' timestamp='1295723473' post='4763093'] I would say that it is caused by precision problems in the transformations, which could make small differences in the resulting positions. If the tiles are all coplanar, then this wouldn't really be possible, so it would likely take more info to give a better answer... [/quote] There is no more info. It was a job interview, and by the way you had about 2 minutes to reply this question. [quote name='Antheus' timestamp='1295726380' post='4763106'] Consider a triangle rasterizer. For a triangle abc it walks the edges ab and ac, drawing horizontal lines between them. Most of the values on edges will need to be rounded. Depending on this rounding, a pixel may be fully inside, or partially overlapping the ideal line. When rendering triangles sharing a side, the triangles might not get rasterized in same way. Walking the edge from a-b might not produce pixel-wise identical result to walking from b-a. Depending on how quads are converted into triangles, shared edges might not be using the same method. Solution is to make sure that rasterizer will walk shared edges in same way, assuming rasterizer is consistent in this regard. [/quote] It makes sense. Are you absolutly sure? I don't remember seeing this problem. Thanks.
  10. Hello! In a job interview (3D programmer) I was asked this question: "Suppose a floor is modeled with square tiles, and each tile is placed by transforming a quad from its canonical representation, say at the origin with unit side lengths, to its final position and size. Strangely, when we render the scene, we can sometimes see small crack appearing between tiles, even if mathematically the vertices of neighbouring tiles are identical. Why is that? How to solve this problem?" I thought it was a T-Juntions, but not sure. What do you think? Thanks a lot.
  11. Hello mates! I'd like to create a game for the iPhone (my third one) but in order to be success in the App Store your game must be very good, so I'd like to create a game with professionals (sharing profits, fifty-fifty). Apart of writing a post in art and game design in this forum, do you have any other suggestions (or know any post) in order to find extremely good artirsts and game designers? (I'm a developer). Thank you very much for your time and help.
  12. Quote:Original post by Sander Please use an OSI certified license. They work, and are pretty well known and well understood. There's no difference between using a random license found in a random project somewhere on the web and writing your own license (both are generally bad ideas). Thanks. It's going to be hard to look for what I want. Do you remember something similar to https://github.com/ericjohnson/canabalt-ios/blob/master/GAME_LICENSE.TXT? (free source code but restricted art/sounds) Thanks.
  13. Thanks a lot for replies! It seems this iPhone open source game has its own license and it seems to me is not complex. https://github.com/ericjohnson/canabalt-ios/blob/master/GAME_LICENSE.TXT Actually, that is what exactly I want. And it is only a few Enlish lines. What do you think? Thanks in advance.
  14. Quote:Original post by Sander "Frets on Fire" is a game where the source is released as GPL but the artwork (specifically, the songs) are not. You could have a look at that. Also, ID software has released the source code of many games under a GPL license, without the artwork. Thanks, but it seems more complex than I thought. GPL and Apple license are incompatible, basically because people can't redistribute you modified app (digital certificates that only allow Apple, through the App Store do that). http://www.fsf.org/blogs/community/why-free-software-and-apples-iphone-dont-mix So, it is not possible using GPL with the iPhone, I guess I should write my own license, am I right?