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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 Gravious

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  1. Thanks for the input.     The base entity class is further inherited to become the various objects my world interacts with, and i have various bools set to say wether an object is interactive, or active at all, i had thought that it would be ok to make a for() loop and cycle through the entities and only apply the logic based on the individual objects relevance to the currently running instance of the class, but i'm guessing what you're suggesting is i have some kind of external class that governs logic and sweeps through my vector and applies logic externally, instead of the entities being in control of their own logic?   I am new at game internal design, this is a design i thought would be ok, but i'm not married to it :)
  2. First post, I'm making my first game, building a framework and making some progress.   I've created a class for my entities, and i've created a std::vector of pointers to the instances so that i can loop through them to trigger a member fuction to update their logic   entities[i].updateLogic();   what i want to do though, is inside that updateLogic() member function, i want to cycle through every other member of the entity vector, but the problem i have, is i can't define the entity vector inside the entity class definition?   help!   (Thanks)
  3. Hello :) Ok, so i am making a game in vanilla c++ with SDL and OpenGL, but i need to make an editor for adding resources etc. I've chosen to do so with C++ / CLR in Visual Studio 2008 Express. Now i don't really know much about the .net aspect of C++ and I'm not looking for someone to tutor me on it, but what i am looking for are the "Magic Words" i can use to search for what i need in Google (unless you are willing to help in more detail ;) OK, so what i need, is to know what it is, or what the process is, for rendering an OpenGL output to <whatever> that i can put on a Form, in a window in Visual Studio. Can i still use SDL to initiate OpenGL, or do i use GLUT? Thanks :)
  4. Quote:Original post by swiftcoder Quote:Original post by Gravious I can offset the texture within the quad, but the problem is, the texture is scaled to fit inside the quad, showing the whole sprite sheet, how to i keep it from doing that?Scale your texture coordinates. Typically one uses texture coordinates in the range [0, 1], which displays the entire texture. To display only the first half of your texture, halve the range: [0, 0.5]. There we go, thats what i wanted :D thanks
  5. i want to make several 'sprite' quads with a single texture that has all the frames of animation on it, and just offset the texture to the right place. I can offset the texture within the quad, but the problem is, the texture is scaled to fit inside the quad, showing the whole sprite sheet, how to i keep it from doing that?
  6. I'm using OpenGL with SDL in C++ and its all going ok so far, except I've setup the program to create a window, not fullscreen with this; SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_DEPTH, SDL_OPENGL) but the window it creates cant be dragged to a new position in windows. Is there something i have to do to allow his?
  7. Hi. I'm just starting to build some proper sprite, object and animation handling for a small 2D game in C++ with SDL, but my problem is more conceptual than implementation. I'm having a hard time working out the concepts of asset handling etc, and so I've turned to laying out my attempt in a mind map, I'd appreciate the opinions of anyone who knows better than me! Thanks in advance. *edit* Made a couple of changes. Paperclip = array house = class pencil = struct key = identifier Am i missing anything that would be useful? [Edited by - Gravious on July 30, 2008 8:45:18 PM]
  8. Hiya :) Found this post on Google while looking for the SDL_gfx framerate manager, and its perfect for what i was after, except I'm intrigued by c-gibson-s's comment on a motion based framerate cap, can anyone elaborate on that? Thanks.
  9. Ok, thanks, i think i'll stick to DX9 though :) So is there anything special i need to do if I'm on Vista using the DX10 SDK on Visual C++ 2005 to make/run the DX9 stuff, or can i just pickup any old DX9 tutorial and build/run it without issue?
  10. Hi, first post so I'll try not to be an idiot :) I'm already a fairly advanced PHP programmer and I'm starting to dabble with C++, specifically Visual C++ 2005 for intended 2D arcade game development. I'll admit I'm a Microsoft fanboy, i like to do things properly and want to be as modern as possible so I've figured out i need to use the STL, Boost and DirectX. I'm not specifically looking to make vista only games, but obviously it comes with DirectX 10 and what I'm asking is will i be able to build DX9 games with vista on the DX10 SDK? Secondly, I'm finding (pun intended,) it hard to locate any DX10 tutorials, i know its new, but i thought there may be something out there by now.. Also, i know that various components of DX are replaced or depreciated by new libs in DX10, are any of these backwards compatible with XP/DX9 ? Sounds lame i know, but i hate learning things that are already out of date or redundant :-/