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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 becoolnike

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  1. I am a Computer Engineer having a strong interests in game programming specially in Networks/Physics engine programming. Altought I have other passions like for harware and Chemistry. Call be a geek, I don't mind. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I think I am ready to leave my amateur status and become a professional programmer and work for the gaming industry. I am wondering if the gaming/game industry here in the States suffers from jobs oursourcing/offshoring in the present like many other IT jobs. Thanks in advanced. P.S Why the checking spelling feature of firefox does not work any more in this memo box?
  2. Adding a forward function prototype fixes this problem. KulSeran you were right. I feel like a C rookie! :) I don't understand why I did not think of that before. Thanks KulSeran!
  3. No, it doesn't work, but if I use double or long double, integer or any other type of data works. There is sure a bug in tinycc or Visual studio c++ handles differently FLOATS.
  4. Sure, I did it! I passed any other type of data including doubles, long doubles, float pointers. And i don't have that problem. It appears to me this is a BUG. Or maybe visual studio 2008 handle differently FLOATS, that's my only guess. But i can't contact the author, no e-mail address. I only knows his website.
  5. I am using the tinycc mini compiler for generating dynamic code for a small project. The problem is that for a reason i can't pass FLOATS to functions, which are inside the main program. But if I change it to double it works. For a reason the literal 3.1416 is not interpreted as a float literal. I am using visual studio 2008 for compiling this code. This is my code. #include <iostream> #include "libtcc.h" using namespace std; void local( float f ) { printf ( "%f \n", f ); } void main() { TCCState *s; void (*main)(); void *mem; int size=0; // This is our code. For a reason the literal 3.1416 is not intrepeted // as a float. char code[] = " void main () { local( 3.1416 ); }" ; s = tcc_new(); if (!s) cout << "Error" << endl; /* MUST BE CALLED before any compilation */ tcc_set_output_type(s, TCC_OUTPUT_MEMORY); if ( tcc_compile_string(s, code) == -1) cout << "Error" << endl; tcc_add_symbol(s, "printf", printf); tcc_add_symbol(s, "local", local); size = tcc_relocate(s, NULL); if (size == -1) cout << "Error" << endl; mem = malloc(size); tcc_relocate(s, mem); main =( void (*) (void) ) tcc_get_symbol(s, "main"); if (!main) cout << "Error" << endl; // call the main function main(); system ( "pause" ); } [Edited by - becoolnike on December 15, 2010 11:25:38 PM]
  6. This is WSU CS B.S Computing/Programming in C Formal Logic Introduction to Digital Design Engineering Economy Data Structures and Algorithms I and II Assembly Language Programming Introduction to Computer Architecture Programming Paradigms Object-Oriented Programming Algorithm Design Methods Computer Networking Programming Language Concepts Operating Systems Introduction to Database Systems Introduction to Software Engineering Design Projects I and II Technical elective 66 core classes. Is this bachelors degree missing important classes like ( c#, java)? databases, Engineering Economy, and Computer Networking don't appear to belong to a CS Degree.... Is this a weak CS degree?
  7. I have created a c++ look scripting engine, and I am wondering of what do you guys think about this kind of syntax in a scripting engine. OOP: BeginState( Standing ) Enter() dbprintf ( "standing_enter "); End Exit() dbprintf ( "standing_Exit"); End Execute() dbprintf ( "standing_Execute"); End EndState Procedural: BeginState ( Standing, Enter ) dbprintf ( "standing_enter "); End BeginState ( Standing, Exit) dbprintf ( "standing_Exit"); End BeginState ( Standing, Execute ) dbprintf ( "standing_Execute"); End Which one is easier to read and efficient.
  8. _fastcall thanks for the fast respond! I'll have a look at this algorithm.
  9. I am working on an algorithm that maps small power of two textures inside a big texture ( 1024*1024 or 2048*2048 ). And I am wondering if such algorithm already exists because I don't want to reinvent the wheel. For examples these are my textures sizes that I want to map it into a 1024*1024 texture. What is the most efficient way to do it? 64 64 64 128 32 64 16 128 8 2 1 1 Thanks in advanced!
  10. Hi there!, I don't really have mush experience with compressed textures, so I want to ask a question for the experienced people in the subject. Can a directx DTX1, DXT5 or any directx compressed texture be rect locked like any dynamic uncompressed texture? IF yes, how do i access to the compressed pixels because i don't know the compressed pixels format.. Thanks in advanced..
  11. I have heard that Hungarian Notation is not recommended by Microsft and Bjarme Stroustup, the creator of c++. What notation do your recommend?
  12. I am creating an array of 256 float4's, but i can't access more than the 31th element. So that means my only choice left is to store the float4s inside a texture. so any tip about how can I store float4 inside an texture and acces them? Thanks in advanced
  13. I am playing with pixel shaders and D3DFMT_L8 textures. I am wondering how to convert a D3DFMT_L8 color to ARGB color? I know that a D3DFMT_L8 with a value 0 is equals to 1,0,0,0 ARGB (pure black color ), and D3DFMT_L8 with the highest value that can has, 255, is equals to 1,255,255,255 ( pure white color ). So here is the big question so all the L8 grey colors from the 0 to 255 follows this pattern? so is this the L8 color table? 1,0,0,0 1,1,1,1 1,2,2,2 1,3,3,3 1,4,44 1,5,5,5 1,6,6,6 1,7,7,7 ect..... until 255 I can't use Render Monkey because this laptop gpu sucks.
  14. OpenGL

    Yes, I will take the challenge of making an GUI from the scratch. I do not need many UI controls. I will need only textboxes, buttons, and windows. My graphics engine already handle 2d surfaces, and input, so I guess it wont take much time. Thanks for the advice.
  15. OpenGL

    Yes, I see it but I don't want to focus on the GUI rather than the actual game. ILL use cegu, the thing that i don't like about cegui is its many third party libraries. Ill code my own pure GUI system without all that 3rd party libraries, later. Thanks.