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      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 ThrustGoblin

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  1. Funny, the main character Carlos Cuello was the technical lead when I was working on the PS3 version.
  2. Definitely depends on the game. No point in doing more than what is required, so if a simple capsule is all that the game demands, that's all you need to do. Many games use a hierarchy of AABBs and/or OBBs if they require region-specific hit detection. IK placement can also be used to make procedural animations... but again, only if you require that level of realism.
  3. Sounds like you haven't included c.h in b.cpp.
  4. Might I suggest buying a book on C#, if that's the language you're interested in learning. A good book will take you step-by-step from the beginning, and teach you the basics.
  5. To prevent the jittering, you probably want to give your waypoints some kind of radius, wherein the sprite will register as "hit" once it is within the radius. You could also consider using a piecewise spline to connect each point to form a smooth, deterministic path.
  6. Game studios hire people who can make games. Simple as that. I don't have a degree, and I got a job because I have a strong portfolio, and could demonstrate that I am capable of doing what the employer was hiring me to do. Focus on your portfolio now, and make a polished demo that showcases your skills. Good luck!
  7. FYI, in the future, you can use the D3D debug spew messages to find out which allocations are not being freed: Direct3D9: (ERROR) :Memory Address: 037807f4 lAllocID=1 dwSize=00004bc4, ReturnAddr=724f99aa (pid=00001098) The lAllocID index (in this case, lAllocID=1) tells you which allocation was never released. Now, just open your DirectX control panel, switch to the Direct3D 9 tab, and under Debugging find the "Break on D3D9 error" checkbox. Plug in the allocation, and next time you run, D3D will cause a breakpoint at the moment of allocation. I also highly recommend using Paul Nettle's memory manager. It's free, and awesome. Cheers.
  8. I'm a programmer for Digital Extremes, but to be honest, I'm not sure how much more information you could glean from me as opposed to searching this forum for similar posts on getting started (there's lots). There's lots of non-professionals who have given good advice on getting started. Besides, isn't it better to get a bunch of different view points and find the similarities, instead of relying on just one? The only industry-related advice I could give to you at this point is to be patient, and get as much experience under your belt as you can. Finish your projects, and work through your problems because on the job, you won't have the option of starting over, or giving up. You'll have to feel comfortable spending your day solving unfamiliar (and sometimes familiar) problems. This involves lots of learning. I'm continually learning new APIs, tools, and sometimes even the basics of languages in short periods of time -- often days, and even hours. You're expected to do whatever is required to get the job done so the company can deliver it's milestone, and everyone gets paid. Game studios look for developers who are productive, self-motivated, and have a demonstrated ability to make games (no surprises there, I hope). Don't try to fast-track it, since if you manage to get a job without being prepared, you'll hate it, and you won't last. Take it one step at a time, since it's about the journey more than the destination afterall. Ramble complete.
  9. Your rendering system should not be concerned with file formats, whatsoever. It should operate on data formatted to it's own specification. That way, you can write an MD2 loader that parses out the relevant information (vertex/index data) and converts it to a data format that works with your renderer. This way, if you decide to add in support for MD3, OBJ, or whatever, you won't have to make fundamental changes to your renderer. You just need to write a new file reader. Even if you only plan on supporting MD2s, it still makes sense to keep them decoupled, for ease of maintenance. HTH
  10. Learning Win32 is not such a bad idea, if you're making games for windows. In general, you'd better aim to know as much as you can about the layers below you -- including APIs, OS, and hardware. However, you don't need to know everything about Win32 in order to make a simple windows app -- or even a full game engine. Just enough to get by ;) I googled this tutorial: http://www.winprog.org/tutorial/start.html
  11. IMO, the cost of a mac mini is a no-brainer if you're planning to sell iPhone games. You can make that back pretty easily if you're serious about it.
  12. You should not need to check every object against every other object, no. There are multiple ways of solving this type of problem, depending on the requirements of your game. Even this type of N^2 brute force approach can be optimized. Consider that you are testing pairs of objects, and each pair only needs to be tested once. If you are working through a list of objects sequentially, then each object only needs to be tested against the objects ahead of it in the list, rather than ALL objects. Even this simple change will dramatically reduce the number of tests. Look up "spatial partitioning" and "collision detection" you should find some good reading material for further optimzations.
  13. This is a pretty vague question, since a bunch of beginners could concievably start a project together, and learn a lot from the experience (whether it fails or not). So really, the answer of "ready" is completely relative to the project/group. Anyone is "ready". Infact, I'd venture to say, if you can sell yourself into a position that you're willing to learn from, you're ready. Let the person who's doing the recruiting worry about telling you you're not ready. If it's a triple-A studio, then the requirements will definitely be higher than a few highschool friends getting together to make a mod. That said, since we are likely talking about getting a job in the industry, there are no standardized metrics. Someone could be really strong in certain areas, and weak in others, so it's up to the judgement of the employer to know if they can work with this person, or not. Everyone is different. Getting a degree is certainly NOT a requirement, and having a degree does NOT mean you are ready. Comp Sci grads are regularly rejected in favour of self-taught applicants. I don't have a degree, and I got a job at the first triple-A studio I applied to. The fact is, degree or not, good talent is hard to find, and it's definitely more than a piece of paper. It's about being resourceful, productive, and a demonstrated ability to solve problems and learn on the job. So my answer is: if you can produce the results that a job requires, then you are ready.
  14. Why not make an visible flag in the state, and an IsVisible accessor. Always loop through all states, and only render the ones that are visible. The one at the top of the stack will have the focus, but the rest will render afterwords, painter's style.
  15. You need to establish a forward vector, which can then be crossed with the up vector to get your right vector. If you're using a matrix, you can just use the first column (or row, in a row-major matrix) as your right vector, since it represents the x-axis. Otherwise, you'll have to rotate a z-axis vector (0.f, 0.f, 1.f) by your object's angle to get the forward vector.