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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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  1. void CTime::Update() { td2 = GetTime(); dt = (td2-td) * 0.1f; td = td2; } Could somebody tell me why do we multiply the variable dt in the above timer update function by 0.1? That would give us the difference time not in ms, but in 0.01s.
  2. Cause writing one by myself would kinda hit the gaming project back by a few years? :D It's not like I want to do EVERYTHING by myself. I just like to have a bit more control over what I'm doing and not having to stick with the API... Well maybe I'm not an expert in Java yet, but for some the API is a blessing and to others a constraint ... So you really shouldn't worry about me using libraries in C++ :) I like the Java API, it's good stuff, easy to use and all that and you don't have to worry about libraries, as it's already with the JDK. But on the other hand how many commercial games on PCs and consoles do you know that have been written entirelly in Java? "Chrome"? OK that's one, but it ran horrible. I really don't know why is it so hard to understand that I'd like to choose and further learn C++ while writing the game? I only asked about the libraries :).
  3. Quote:Original post by Simian Man I recommend SDL. I developed a side-scroller (with ~8,000 lines of code) using SDL on Windows. A few days ago I compiled it on Linux for the first time and had it running perfectly within 15 minutes. I also find that the software rendering gives more than enough performance on today's computers. If you are planning on having real-time rotation, scaling, or 3D effects, however, you will need to use a 3D API like OpenGL. If you do go the OpenGL route, SDL works very well with it. Sounds great. So I can just use SDL and whenever I decide to hit something that uses 3D I can still stick with SDL by using OpenGL with it? Sounds sweet. So is "allegro" a purely 2d type of library or what? Quote:Original post by smitty1276 Why don't you like java? If you don't like java, you probably won't like C# or C++. Java is clean, and C# is very similar. Or is there some specific thing you don't like about it? It's not like I'm starting to discover C++. I just prefer C++ to java all in all. For me java executables are very slow in comparison to software written in other languages. I'm a "manual" kind of guy so all the java perks like the auto-garbage collector, the API that almost has everything in it, etc. don't mean much to me... I also didn't like C# that much (this was also a class project, though we had a choice between C# and Visual Basic...). So let's just stick with C++ alright? :)
  4. I agree with Saruman. It's actually a 3d engine since "Third Dawn" I guess, but the perspective's fixed. "Renaissance" was probably the last full-2d incarnation of UO.
  5. The thing is that I don't like java too much. I've done the chess game as a class project, which required using java. And also I'd like to further my c++ knowledge, as my college's programming courses are mostly "java-based"...
  6. Hi gang! It's my first post over here, I really am starting to like this place, although I've just discovered the forums like a week ago. OK back to the main deal: I'm planning on making a game in C++. I know my fair share of the basics, I've already done one simple game in C# (simple tic-tac-toe with a GUI) and a chess game in Java (swing GUI, no AI). The game that I'm thinking of should have an isometric 2d-like user perspective. The game graphics would be 2d (sprites, etc.). I know there are a couple of game development libraries out there (like allegro or SDL), but I don't know which one I should choose. What are the advantages or disadvantages of either one? I'd like to have my game portable, at least on Linux and Windows, so I'll have to take this into account. I've looked through gamedev.net's substantial resources section, but I still have this dilemma. What about using OpenGL coupled with SDL? What good would that do? I'd like to hear comments and hints coming from you, more experienced game developers. I'm sure that your replies will help me greatly. PS: sorry for my not-so-perfect English and if I've started this thread in the wrong subforum then please move it to the appropriate place. Thanks!