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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.

rik_GT

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About rik_GT

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  1. Thanks for pointing out the fiber API ;)   Will have a look.   Thanks
  2. Hi there I'm trying to get around the concept of cooperative multitasking system and exactly how it works in a single threaded application. My understanding is that this is a "form of multitasking in which multiple tasks execute by voluntarily ceding control to other tasks at programmer-defined points within each task." So if you have a list of tasks and one task is executing, how do you determine to pass execution to another task? And when you give execution back to a previous task, how do resume from where you were previously? I find this a bit confusing because I don't understand how this can be achieve without a multithreaded application. Any advice would be very helpeful :) Thanks
  3. Hi all I have an issue with my application. I'm trying to disable Haptic feedback. On the manifest file i have the permision android.permission.WRITE_SETTINGS And on my activity on the onCreate() i have the following: Settings.System.putInt(getContentResolver(), Settings.System.HAPTIC_FEEDBACK_ENABLED, 0); But everytime I satrt the game, the vibration is always activated. Any help would be grateful.
  4. [color=#323D4F]Hi all[/color] [color=#323D4F]In games Like FIFA or Pro Evo Soccer when the ball is in the air after being kicked, a small cross appears on the pitch marking the position where the ball will fall... How can you find out the position where the ball will fall ahead of time?[/color] [color=#323D4F]Any idea or explanation on how this could be done is very much appreciated [/color][img]http://bulletphysics.org/Bullet/phpBB3/images/smilies/icon_smile.gif[/img] [color=#323D4F]thanks[/color]
  5. Quote:Original post by Endar Quote:Original post by rik_GT Hi there I would like to get started in tools development, the problem is I have no idea where to start. I looked at this book called Game Engine Toolset Development but I'm not sure if it is the best place to help you build a tool from scratch. Any other suggestions? My goal would be to build a tool where you could visualize different water simulations with different LODs, etc. Thanks :) That's not really a tool, that's more like a simulation. What you need to do, is find a job/task that needs to be done. A tool is a program that will help you do it quicker. Just say you have a small game and it reads small scripts that describe different events. A good tool to have would be one which allows you to write these scripts (most likely in a format easier than the actual script syntax) and then save them in a format so they can be read by the game. So to create a tool, you need to have a job that needs to be done better than it currently is. I see. Thanks :) But do you know any sources where I can read more about this subject, apart from the book mentioned above? Tools development seems to be one of the least explored areas in game dev literature.
  6. Unity

    Check this out: http://www.garagegames.com/products/torque/x/ You can try it free for 30 days.
  7. Hi there I would like to get started in tools development, the problem is I have no idea where to start. I looked at this book called Game Engine Toolset Development but I'm not sure if it is the best place to help you build a tool from scratch. Any other suggestions? My goal would be to build a tool where you could visualize different water simulations with different LODs, etc. Thanks :)
  8. Thanks for your input guys ;)
  9. Hi everyone First of all, sorry if this has been posted before. I would like to know from someone who had an internship, how did you actually get one? What steps did you take? Did you directly approach the developer? Did you get help from recruitment agencies or any other sites? Any info on this would be greatly appreciated :)
  10. Hy guys What type of camera is used in the New Super Mario Bros for the DS? Is it orthogonal? I would like to have similar cam in my game :)
  11. Thanks for the clarification guys :)
  12. Quote:Original post by chillypacman You're not colliding meshes in ode, you're colliding invisible bodies that you can bind to meshes. Umm, yeah you can test what you're doing, but what do you mean exactly by test? Hey The kind of tests i'll make will be when a laser collides with a ship or when a ship collides with another ship. I just wasn't sure if you could bind a volume, say a box, to a mesh loaded by DX.
  13. Hi Im in the process of starting a small game engine for my game and was thinking about abstracting ODE in the physics sub system. All meshes will be loaded by using DX's functionality (.x files) and I was wondering if I can test the collision between two meshes using ODE? Thanks