• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

127 Neutral

About Pooya65

  • Rank
  1.   Thank you, this was quite useful to me, I have read the original paper ("Motion Planning in Dynamic Environments using Velocity Obstacles [Fiorini 1998]"). Yet I have some problems in implementing it. is there any implementation of the algorithm in C++? and if not, what is "configurationSpace" and "Minskowski sum vector", how can I implement them in C++?
  2. Is there any effective algorithm for collision avoidance of moving cars in a street,  by only using decrease or increase speed?   I have read some other algorithms such as "steering collision avoidance" which is for fixed obstacles. and they only change the path and speed of the entity to avoid collision, but what if entities are moving and they are not able to change the heading? for instance assume that two cares are moving in two crossing streets, and the only thing that they can do to avoid collision is to decrease their speed. I was in though that I can use OBB's and check whether the two OBB's might collide in future or not. is there any better solution?
  3. are you know any good article from implementing hash tables?   as i considred, hash function is most important thing in hash table, how can i implement a good hash function for unicode strings ( a good algortim or ... )
  4. i think look-uping an item in a game is more often used than inserting or deleteing an item so with AVL trees we can get better results. 
  5. hi   which is better ( faster ) for game programming?
  6. hello   i want a fast memory allocation library or alogritm  that supports multithreading ( before it i try some library like as ned malloc and doug lea). are u know any other library or alogrithm ?
  7. hi how can i write my own model exporter in maya for my game engine ? (plz help with a book name or tutorial link) and sorry for my bad english
  8. 1. are CG ( CG 3) supports OpenGL 3.x and 4.x features like as VAO and UBO's ? 2. can i specify location of uniforms in CG ( for example setting in_Position to the number 11 and ...)? 3. can i use CG with OpenGL in other vendors like as ATI/AMD and Intel ?
  9. what can i do for defining scope of variable? (creating a new symbol table for each function and block or ...) I'm use lex and yacc and i wrote a very basic interpreter. syntax is like as C
  10. [quote]yes [/quote] thanls [quote] i want to set all vertex attribs (defined in mesh) in VAO which a single VAO can be used with different vertex shaders whit out any change [/quote] can it hit performance of application?
  11. can i set vertex attrib pointers which are't exist in vertex shader? for example i set following vertex attribs: [code]glEnableVertexAttribArray(DGE_NORMAL_ATTR); glVertexAttribPointer(DGE_NORMAL_ATTR,3,GL_FLOAT,GL_FALSE,0,BUFFER_OFFSET(normal_offset )); glEnableVertexAttribArray(DGE_TEXCOORD0_ATTR); glVertexAttribPointer(DGE_TEXCOORD0_ATTR,2,GL_FLOAT,GL_FALSE,0,BUFFER_OFFSET(tex_coord0_offset )); glEnableVertexAttribArray(DGE_TEXCOORD1_ATTR); glVertexAttribPointer(DGE_TEXCOORD1_ATTR,2,GL_FLOAT,GL_FALSE,0,BUFFER_OFFSET(tex_coord1_offset)); [/code] and my GLSL program only accept position and normal. i want to set all vertex attribs (defined in mesh) in VAO which a single VAO can be used with different vertex shaders whit out any change
  12. according to the [url="http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php"]this page[/url] i can't bind vertex attribute like as in_Tangant to the index # 2 in NVIDIA hardwares. is this true? and i test it in GL3 and GL2 context but i don't get any error or app crash. are there any risk in using it?
  13. hi how can i enrum(get name of) vertex shader attribs (input vertex type like as color and position) ? for example i want get name of the "in_Position" and "in_Color" from following shader: [code] float4x4 in_ModelviewProjectionMatrix; struct OutputVS { float4 posH : POSITION0; }; OutputVS vmain(float3 in_Position : POSITION0, float3 in_Color : COLOR0) { .... } [/code] i can get in_ModelviewProjectionMatrix fromconstant table but in_Position and in_Color aren't exist in constant table. i want use this variables for creating desired VertexDeclaration for my vertex shader automatically in my engine
  14. can i create vertex deceleration in OpenGL (OGL 2 or 3)( like as d3dx) instead calling vertex attrib pointers in every draw call ?
  15. 1.what is the difference between jit and virtual machines? 2. are there any library for creating and running machine codes at run-time? 3. using jit in my scripting language can help me to increase running performance?