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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 ibutsu

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  1. Quote:Original post by rohde
  2. As far as half-life goes, the game dll exports a certain set of functions that the engine requires exist, next it has macros that link entity names in the maps to the entities in the game dll by creating functions and exporting them. So, when the engine loads a map, it can find all the entities fairly easily. and it can control what classes are used to create certain objects (like the players, what game rules to use, etc) based on the config files and/or command line (it's a dethmatch game so load the deathmatch rules, the deathmatch rules spawn default players, etc). Essentially, it uses a hard coded interface while allowing extreme flexibility, so long as you play within the confines of the engines limits.
  3. The way to properly encapsulate the window procedure is a tad tricky, but here is the best way I know of to do it, using the source code I have. this is in the function of my window class (Window) that creates the window: HWND hWnd = CreateWindow(WindowClass.lpszClassName, WindowTitle, WS_OVERLAPPEDWINDOW|WS_VISIBLE, 0,0, 800, 600, 0,0, InstanceHandle, static_cast<LPVOID>(this)); What this does is store a pointer to the Window class object in the createstruct passed to the wndproc when the WM_CREATE message is sent now in the static Window Procedure function you have: LRESULT CALLBACK Window::WndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam) { if( uMessage == WM_CREATE ) { CREATESTRUCT* cs = (CREATESTRUCT*)lParam; // I originally had pragmas around the two reinterpret_casts //to disable warnings, I don't remember if they are needed if( SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(cs->lpCreateParams)) ) throw C3DGblObj::Exception("Could not set window user data"); } Windows::Window* LongWindow = reinterpret_cast<Windows::Window*> GetWindowLongPtr(hWnd, GWLP_USERDATA)); if (LongWindow) { switch( uMessage ) { case WM_MOUSEMOVE: LongWindow->OnMouseMove(wParam, lParam); break; } } return DefWindowProc(hWnd, uMessage, wParam, lParam); } What this code does is when WM_CREATE is handled, it retrieves the Window object pointer and stores it in the user data section of the window, then each time the window procedure is called, it retrieves the window object pointer for the window. Now you can call any functions you need from within the static window procedure, while guaranteeing you have the correct window object pointer for the window you are handling.
  4. I have a Logitech MX510 (which I assume you meant by the MX810, since there is no 810). It's pretty good, but you would probably be slightly better off with the MX518 since it has twice the DPI, oh and never use USB for desktops, ps/2 > usb for mice. - ibutsu
  5. They go to arms because we let them, the government says "we need weapons and a military, because if we don't have one, someone else will come and attack us." and each government says that, the people shrug and so each government spends money on arms. - ibutsu
  6. I don't think it would be coldacid without it :p Oh, and zahlman informs me Chris has your stuff Rob, and that Frasier has your stuff Chris. - ibutsu
  7. Hey guys, I had a great time, we should do that again some time. Perhaps I should lurk upon these forums more often, if the people I met were any representation of the people on this forum as a whole, I could be talking to lots of cool people :) anyhoo, I'm pooped, night all! - ibutsu
  8. Me! ME! I'll enlist, do I get a gun?!
  9. 4th is fine for me, maybe I'll have a fancy new paycheque then too!
  10. I'm a foxxy taco
  11. I'm definately up for a meet, depending on how late it goes for I may head to System Sound Bar afterwards (hurray for clubs, or something). alcohol and video games, is there a better combination?
  12. Those lightning pics are pretty damn awesome, I may use one for my desktop too :P That's a pretty cool fire pic though, Anna. *get's strange urge to burn things*