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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 FlyingIsFun1217

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  1. Not trying to sound mean here or anything, but if you've got any sort of time constraint, which it sounds like you do, and if you lack experience in the field, which it sounds like you do, and if this is for a grade, which it sounds like it is, don't do it. Go with 2D. FlyingIsFun1217
  2. Just a weird thing I noticed, if you right-click on the rendering window, so that the flash menu comes up, it runs about twice as fast. Normal Render: 85 seconds Right-Click Render: 41 seconds Done on Win7, Opera 10b2, Flash 10 FlyingIsFun1217
  3. Unity

    Quote:Original post by HostileExpanse I'm developing an outdoor FPS, and I'm settling on C4 as my engine choice. Unity and Neoaxis are strong contenders. I also considered 3D Gamestudio A7, and I've heard good things about Panda3D as well. Wow, you must know quite a few programming languages pretty well. FlyingIsFun1217
  4. And I would imagine the reflection of waves off of the various areas of the body of the instrument, and their con/destructive interference with the originating waves would also affect the tone. Just think about the physics of sound waves. FlyingIsFun1217
  5. Unity

    Quote:Original post by NightMarez http://www.esenthel.com/?id=news Really awesome c++ engine, 0$, 200$ or 1000$, depending if you wish to use custom shaders and or sell the game. I was just about to suggest you check it out, surprised to see that someone beat me to it. Esenthel is one of those little gems that has all of the pieces needed, you really just have to learn how to use those pieces. OOTB, it comes with a mesh editor and world editor, source updater (to keep it current), and tons of examples covering most stuff people are actually interested in for games. This isn't to say it's the only engine you should consider, but it does have all of the things you said you were looking for, at a very attractive price if you're not going commercial or wanting more than the default shaders. Definitely worth it to check it out. FlyingIsFun1217
  6. Is this your own game? FlyingIsFun1217
  7. Use code tags if you could. Thanks FlyingIsFun1217
  8. Uhh... if you have two points, your asymptote could be any line equidistant from those points... FlyingIsFun1217
  9. The installer you are most likely using is only installing the RTL's. FlyingIsFun1217
  10. OpenGL

    Mesa is the system used on *unix machines instead of true OpenGL, if I'm correct. I'm sure Wikipedia would have some info on it. FlyingIsFun1217
  11. OpenGL

    Intel is open source, last I knew... that's why it's got such great support on linux machines (for the most part). FlyingIsFun1217
  12. OpenGL

    1) More like the GPU (graphics card) uses OpenGL 2) If it's running using OpenGL, it should not be too dependent on what type of processor you're using, since it's the GPU that's running it. 3) There really is no 'old' for OpenGL, at least the way you state it. OpenGL .000000001 would still accelerate any programs using it just fine. FlyingIsFun1217
  13. OpenGL

    Read "OpenGL3.0.. I Mean 2.2", and google will tell you the rest. FlyingIsFun1217
  14. OpenGL

    This is beyond confusing. Are you trying to say you want to render a windows-looking-window in your opengl context? Or do you want to run a different executable from your opengl program? You need to elaborate a bit here... FlyingIsFun1217
  15. OpenGL

    Quote:Original post by Yann L Quote:Original post by speciesUnknown Its nice to know why, but what concerns me is what do we do next? The only alternatives to windows PC's for gaming, without a more up to date OpenGL, is Cider on apple machines, or consoles. For indie game developers, this means XNA, therefore the Xbox. Either way, MS now get a further increased share of the video game market, to the point where the effect of free market competition is non existant. But what can you do if the only real competitor kills itself with a stunt that would be the digital equivalent of a Darwin Award ? Pray for a miracle to happen. FlyingIsFun1217