• Announcements

    • khawk

      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.

Zolomon

Members
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

323 Neutral

About Zolomon

  • Rank
    Newbie

Personal Information

  1.   This is the best book I have ever read on game developing: natureofcode.com/book/
  2. Here are my books (the proof, albeit a bit messy): 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (2nd Edition) 3D Math Primer for Graphics and Game Development Advanced 2D Game Development Algorithm Design AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis Artificial Intelligence for Games (2nd Edition) Beginning Game Programming Best of Game Programming Gems C Programming Language C# 4.0 in a Nutshell: The Definitive Reference C++ Primer - Reading right now C++ Programming with Design Patterns Revealed Clean Code: A Handbook of Agile Software Craftsmanship Cocoa Programming for Mac OS X (4th Edition) Code Book Code Complete 2: A Practical Handbook of Software Construction Computer Architecture: A Quantitive Approach (4th Edition) Computer Organization and Design: The Hardware/Software Interface (4th Edition) Data Communications Networking Debug It! Design Patterns Effective C# (covers C# 4.0): 50 Specific Ways to Improve your C# Effective C++: 55 Specific Ways to Improve your Programs and Designs Game Coding Complete (3rd Edition) Game Engine Architecture Game Physics Engine Development Game Programming Gems 2 Game Programming Gems 3 Game Programming Gems 4 Game Programming Gems 5 Game Programming Gems 6 Game Programming Gems 7 Game Programming Gems 8 Getting Things Done Hacker's Delight Head First Design Patterns Introduction to Algorithms Land of Lisp: Learn to Program in Lisp, One Game at a Time! Land of Lisp Learn You a Haskell for Great Good!: A Beginner's Guide Mastering Regular Expressions More Effective C++: 35 New Ways to Improve Your Programs and Designs Multi-Threaded Game Engine Design Object-oriented Analysis and Design with Applications Objects, Abstraction, Data Structures, and Design Using Java, Version 5.0 Practical Linear Algebra Programming Game AI by Example Programming Pearls (2nd Edition) Real-Time Collision Detection Real-Time Rendering Refactoring: Improving the Design of Existing Code Security Engineering (2nd Edition) Structure and Interpretation of Computer Programs (2nd Edition) The Art of Computer Programming: Volumes 1-4a (Box Set) The Design of Everyday Things The Pragmatic Programmer Video Game Optimzation Writing Efficient C Code: A Thorough Introduction for Java Programmers
  3. [quote name='JTippetts' timestamp='1348579773' post='4983566'] After reading your title, I now have that Powerman 5000 song When Worlds Collide in my head. [/quote] Sorry, just have to share that I also got the song in my head immediately after reading the title.
  4. This looks awesome! How have you done it?
  5. I suggest [url="http://www.openframeworks.cc"]http://www.openframeworks.cc[/url] - it's a wrapper for several libraries, take a look [url="http://www.openframeworks.cc/tutorials/introduction/000_introduction.html"]here[/url].
  6. Here you go - [url="http://zolomon.com/game-programming-gems-7/"]http://zolomon.com/game-programming-gems-7/[/url] !
  7. Hello! There's currently an announcement with the [b]4elem [/b]coupon code for the GDNet+ yearly subscription. When I try to subscribe it says the coupon code has expired. Should the announcement still be visible or is something wrong with the coupon code? Cheers.
  8. Hello! I'm working on a C# application where I'm trying to populate a TreeView control by reading data from an SQLite database and I have little to no idea how to create a solution. Check this link to see examples in tabbed format: http://gamedev.pastebin.com/m1ecc47d6 Requirements/specification: All of the nodes are tagged with a NodeTag object with an integer "id" identifier and a string "name" identifier. There are three types of nodes. One root node with its ((NodeTag)rootNode.Tag).Name set to "root", any number of "category" nodes with its name tag set to "category" and then the third type of nodes which can have any kind of name. They can be child nodes of any type, except that the root node is always the first node, hence root node. The nodes are stored in the database in two tables. Table 1 is called "categories" and have the fields: id, name, parentId & orderId. Table 2 is called "shortcuts" and have the fields: id, name, categoryId, orderid. The first record in the categories table is the root node, which has no parent and is the first node (order id = 0) in the TreeView control. The second node would then be a category node created by the user and so on. The parentId shows the id value for which category it's a child node to. The orderId shows the order it has in its current depth. 0 = first, 1 = second and so on. See below for example! shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 Visual representation: Shortcuts | +---Internet | | | +---Chat | | | | | +---RandomCategory | | | +---E-mail The shortcuts table looks shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 //////////////// Example ////////////////// Shortcuts (parentId: -1, orderId: 0) | +---Internet (0,0) | | | +---Firefox (1,0) | +---Filezilla (1,1) | | | +---Chat (1,2) | | | | | +---mIrc (2,0) | | +---RandomCategory (2,1) | | | | | +---RandomShortcut (4,0) | | | +---E-mail (1,3) | | | +---e-Mailer (3,0) If this would be saved to the database it would look like the following... categories table: id name parentId orderId 0 Shortcuts -1 0 1 Internet 0 0 2 Chat 1 2 3 E-mail 1 3 4 RandomCategory 2 1 shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 //////////////// End of Example ////////////////// I could really use some concrete example of how to implement this, and I know I'm asking for a lot. But this is beyond me at the moment. Thank you, //Zolomon
  9. Hello! I've seen some tile based games use some kind of array which they store the location of their different objects/tiles for their map. I'd like to learn how to create one of these for C# (XNA), but I have no idea where to find good information about this. I've searched a lot on Google and here in the forums, but I didn't really quite find what I was looking for. Any help at all is appreciated! Cheers, Zolomon