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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 ssrun

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  1. Hey,   Me and some friends made a game about killing secretaries who try to give you work just before the 5PM clock hits.  It's a free iOS game made using Cocos2D.  Check it out and let us know what you think!   https://itunes.apple.com/ca/app/gone-by-5/id985465390?mt=8
  2. Let me put it this way as a game programmer who recently returned to University to get my degree. You DO NEED the degree to do anything remotely useful in game development. Topics that you will need to know that only Univeristy can teach you are: - Physics - Animation - 3D graphics (not how to use OpenGL or DX but the actual algorithms used) - Multivariable calculus and differential equations (required for graphics and animation) - Linear Algebra (required for graphics and animation) - Data Structures (required in all programming) I know the saying that you can learn anything on your own but in reality, it's not true unless you're Isaac Newton. The programming language the school uses to teach you is irrelevant as your concern should be the algorithms and how to implement them. So stay in school, study hard and apply what you learned a little at a time.
  3. Personally, I've found that the fastest line of sight algorithm is Bresenham's line plotting algorithm since it's completely based on integers.
  4. [quote name='stupid_programmer' timestamp='1328721312' post='4910953'] I'll take a different approach to this and say you should go with a regular IDE like FlashDevelop instead of Flash CS. [/quote] FlashDevelop is a part of the Creative Suite. I don't really know anyone who codes in the Flash IDE.
  5. I do Flash game programming professionally and I'm not really aware that Farmville uses CSS for its in game menus (but I'm not sure). However I think Actionscript and Flash are actually great tools for rapidly prototyping a game and is currently the de facto standard for games on the web. Whether that remains in the near future is a bit uncertain with the push towards HTML 5 however I still believe it is a valuable tool to use for fast prototyping and maybe even for a portfolio. You should make use of the Creative Suite demo before deciding whether to purchase as the investment is fairly heavy. I know you can do open source Actionscript development but I think you'd be limiting your potential to create great things without the Flash IDE.
  6. I have the first and third books and the first one is an introductory book but there is still an assumption that you're educated in undergraduate linear algebra and calculus. If you've never taken math at that level or are very rusty you'll have a hard time following. You have to be completely honest about how good your math skills are as most people believe they can just learn it when they need to but the truth is if you couldn't learn it while in school you probably can't learn it on your own.
  7. As stated use a heap based priority queue to store the open list. Do not use a closed list at all, just store a flag on each tile representing whether it's open, closed or neither. Only clear the cost and parent pointers on the tile when you visit it for the first time in a particular A* session so that would mean encapsulating the algorithm in a class with a static variable that always increments a search id. Use hierarchical pathfinding A*. Hope that helps.
  8. Generally speaking, a "single click" event will always be fired off before the "double click" event. In Actionscript 3, a double click causes two events to be fired, what you need to do is code in such away that the action being done on the single click even naturally flows into the double click event. For example, single clicking a unit may select that particular one but double click it will select all units of that type. The flow works naturally as the first click event will select it and then the double click event will notice that the unit is selected and then search the rest of the game world for units of the same type to select.
  9. You might want to look in to Hierarchical Pathfinding A* (HPA*). Secondly, it is quicker to store the open list in a heap based priority queue as opposed to a linked list. Your algorithm is extremely slow because you're potentially looping through thousands of entries to find the lowest cost node. As you insert nodes into the open and closed list, you should flag the nodes as being in the list so that you never have to search. Another point to think about is that the costs and parent pointers for the nodes need to be cleared when the next AI entity begins it's A* search. A quick way to handle this is to use a static variable to give each A* request a unique id and then tag each node with the current search id when it's visited for the first time in that search instance.
  10. Thanks for the info. I guess I jumped the gun on this one.
  11. Hi, I just finished studying Calculus I and got 98% so I know my stuff pretty well but I don't see how I can actually make use of it in game programming. Is there any direct application of Calculus equations in game programming or is it mostly based on Discrete math and matrices?
  12. Hi, I haven't worked with DX10 since I don't have Vista but someone told me that starting with DX10 Microsoft is moving the API to the .NET framework and is taking C++ out as the programming language in favor of C#. I've searched the net but haven't found anything regarding a programming language switch for DirectX. Can someone let me know whether C++ will still be valid for DX moving forward? Thanks.
  13. Quote:Original post by smc In my opinion discreet math is 10 times as challenging as calculus. Interesting that you say that. Discrete math is a lower math level than calculus in my school so that implies that it's easier. Anyways, I'll do the calculus first. Thanks alot!
  14. I need to pick a math course of next semester and I'm wondering which is more useful for game programming, calculus or discreet math? Can someone let me know?