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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 marius1930

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  1. #include <crtdbg.h>   First line of your main: _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );   That should give you the allocation ID.   To set a breakpoint on the allocation ID either set a breakpoint on {,,msvcr100d.dll}_crtBreakAlloc   (the dll name here will change depending on your visual studio/etc) The alternative is to call _CrtSetBreakAlloc(n); in your code.     If you want to go all the way and get file:line numbers on the leak, try: #define new new( _NORMAL_BLOCK, __FILE__, __LINE__)        Good luck! (And if you happen to not be using MSVC, the leaks is the least of your problems)   [b]Edit:[/b] Hint hint hint: Notice how your deconstructor is not virtual. Look it up! ;)
  2. [quote name='mhagain' timestamp='1309376183' post='4829211'] No need to get paranoid about Windows update here. (Do I sense an ingrained distrust of the process? If so you need to lose it and [i]fast[/i], otherwise you'll be blaming it for everything even when the actual cause may be elsewhere...) Anyway, the most likely reason is that include and lib directories moved from being global to per-project in 2010, and are probably stored in C:\Program Files (x86) on the 64-bit machine rather than C:\Program Files on 32-bit machines, so you just need to correct that if so. [/quote] Prior versions supports both per-project and global.
  3. Should look into _CrtSetDbgFlag, handy for cases such as this one. Perhaps something like: #include <crtdbg.h> #define new new( _NORMAL_BLOCK, __FILE__, __LINE__) #pragma warning(disable : 4345) _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG)|_CRTDBG_LEAK_CHECK_DF);
  4. [quote name='The Cavalry' timestamp='1307726509' post='4821766'] I know you've asked this question a while ago, but if you have (or do) find out if this is possible, I would greatly appreciate it if you let me know what you found. Thanks in advance! [/quote] http://tinyurl.com/6yhbbfy
  5. [quote name='ddn3' timestamp='1305688459' post='4812231'] Eve numbers are right, but WOW has already broken 1 million concurrent users already (800k from China and 200k from US), I never said on one server which would be crazy either way, all these MMOs use farms of servers. 1 million concurrent users isn't actually a challenge for most MMOs, that's a scalability problem and they can scale just fine. It's getting 1 million concurrent users to pay thats the problem -ddn [/quote] Given that you consider 'concurrent users' capacity to be accumulative, one could argue that the first Doom game can handle a million concurrent users, provided that enough games are hosted. It certainly does not relate to a programming/engineering aspect of the game, as anything can scale when you're willing to divide it into N parts which each just needs to handle a small amount of concurrent users.
  6. [quote name='Krohm' timestamp='1305878988' post='4813379']If it is below a certain threshold, call Sleep(1 ms). It should be enough.[/quote] This would [b]decrease[/b] the amount of computing power available for game logic, not increase it. Anyhow, a 95% CPU usage doesn't really mean you're using a whole lot of computing power, as the aforementioned sleep(1) would show. Are you actually short on computing power for game logic? or is this an attempt at preemptive optimization? Unless you're doing the logic in a separate thread, the calculations should always finish before presenting a new frame, and such as such not result in any problems -- certainly not if you're still managing 65 FPS.
  7. [quote name='ddn3' timestamp='1301965802' post='4794443']Shhh.. don't tell the guys who wrote WoW or EVE online or any massive multiplayer game which supports over a million concurrent users in a realtime virtual environment[/quote] Eve does about 50,000-60,000 users, WOW breaks down somewhere around 10,000-15,000 concurrent users on a server.
  8. [quote name='Malmodir' timestamp='1305313035' post='4810374'] Sooo, I stripped down my whole code to the basic initialization stuff. Still it does not work on chosen machines, even though it just displays a 2D string without loading anything... [url="https://rapidshare.com/files/545853980/LoadingScreen.zip"]https://rapidshare.c...adingScreen.zip[/url] [url="https://rapidshare.com/files/821660404/LoadingScreen-src.zip"]https://rapidshare.c...gScreen-src.zip[/url] Both trafficshared and less than 20 KB in size. I really don't know what is going on and presentation is next month, so any help is considerably appreciated. [/quote] Direct3D9: (INFO) :======================= Hal HWVP device selected Direct3D9: (INFO) :HalDevice Driver Style b Direct3D9: :BackBufferCount not specified, considered default 1 Direct3D9: :DoneExclusiveMode Direct3D9: (INFO) :Using FF to VS converter Direct3D9: (INFO) :Using FF to PS converter D3D9 Helper: Warning: Default value for D3DRS_POINTSIZE_MAX is 2.19902e+012f, not 6.16272e-317f. This is ok. Direct3D9: (WARN) :Ignoring redundant SetRenderState - 8 Direct3D9: (WARN) :Ignoring redundant SetRenderState - 8 Runs fine and exits cleanly, i'll try it on my weaker laptop later, see if anything pops up Edit: Tested on my U31f, runs fine.
  9. [quote name='GhostfromTexas' timestamp='1305498761' post='4811242'] #define new new( _NORMAL_BLOCK, __FILE__, __LINE__) [/quote] Exactly what i needed, never had line numbers working. Thanks
  10. [quote name='XDaWNeDX' timestamp='1304874296' post='4808148'] No, it lets you choose between a set of buttons. I can not use "this is a button" in the existing messagebox. [/quote] Perhaps you should look into formulating your questions better in the future, "what buttons" seems to indicate an existing set of buttons. This is not meant as criticism, rather a strong suggestion to look into "how to ask questions", there is undoubtedly a post about it on the forums. It will save you a lot of time. [quote name='XDaWNeDX' timestamp='1304716295' post='4807491'] How could i make the syntax MyMessageBox("text","text", etc);? [/quote] Since the existing messagebox macro/command will not suffice, you're left with making your own implementation via createwindow etc. That leaves the question of syntax, [url="http://www.cplusplus.com/reference/clibrary/cstdarg/va_arg/"]refer to variable arguments[/url]
  11. [quote name='XDaWNeDX' timestamp='1304716295' post='4807491'] Hi, i need to create a custom messagebox function like messagebox() So i can choose what buttons are displayed, what the text in the box is, the title of the box, etc. [/quote] The existing messagebox already allows you to select which buttons, icons, title and text you want. If you wish to include variables in the text, format it to a string using stringstream or sprintf
  12. Why would you limit the frames when vsync is disabled?
  13. [quote name='TiagoCosta' timestamp='1304112014' post='4804561'] What error do you get exactly? Since you call Release() to every texture in your vector I dont think you need to call Clear() [/quote] Since he does not explicitly say that its in the deconstructor, he might indeed need to clear the vector after use, as it may be intended to be re-used at some point. It certainly can't hurt.
  14. How about something simple as OpenMP? Its complexity is at a minimum, don't get the full juice you would from doing it the hard way, yet get a lot for the little amount of effort put into it.
  15. [url="http://tinyurl.com/3rk6gy9"]This should answer your question[/url]