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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.

ipsenexion

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About ipsenexion

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  1. Good introduction. In your next article it would be nice if you describe common collision bugs, like floating point imprecision (you're moving the player to the surface of the sphere not completely outside and operator < could fail) or misprediction of where the collision will occur for moving objects
  2. You should not stop learning C++. Go for templates: Templates allow generic programming Templates are the base for many useful C++ idioms (an example of list) Templates allow generic meta-programming Templates are type-safe Templates allow static code inspection (see SFINAE) Templates represent a powerful concept that helps fighting DRY violations and refactor code Templates are evaluated by the compiler not at run-time The use of templates is fun and can lead you to many interesting code design problematic Many high quality code architectures use templates (C++ standard library for instance) ...
  3. Nice introduction! Maybe you should avoid *whenever you say 2*5, the computer is really doing 2+2+2+2+2!* A sequence of additions is a very slow pseudo linear method. The computer will be better off with the long multiplication method we learned at school. For 2*5 a computer implementation can add some logic and just shift the bits of 5 to the left
  4. I'm searching for a simple cal3D tutorial ,the official documentation are too long and complicated ,it's only available in an html format with several links so i'm completely lost into. so can someone help me with a link for a tutorial allowing me to begin with this sdk (how to build it,a simple first exemple with comments and also how to export from ms3d to the cal3D format because i'm using ms3d file format in my 3d engine)
  5. is there a simple .x format loader api to use with my opengl application. I only found tutorial on how to load .x format not libraries
  6. OpenGL

    i think it is the best solution
  7. OpenGL

    you can't use glEnable glDisable TEXTURE_2D to force a glsl shader to use or no texture mapping glEnable glDisable has no effect if the state you want to enable or disable is conserned by the vertex or fragment stage(like textures, lights, fog ...) however some other state like DEPTH_TEST is not conserned by the fragment vertex stage (see the gl specs for more informations) there's many solution for this: write anothor shader for geometri that doesn't use textures or use a uniform variable as a boolean(int 0 or 1) to tell the shader if it's using or not textures
  8. OpenGL

    the link from _neutrin0_ doesn't work
  9. OpenGL

    the links stated above doesn't work
  10. I'm searching for a skeletal animation tutorial but there's nothing intersting can someone have a link to a good and simple tutorial for skeletal animation with opengl api
  11. I'm searching for a skeletal animation tutorial but there's nothing intersting can someone have a link to a good and simple tutorial for skeletal animation with opengl api