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      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 Molle85

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  1. Your Directional Light vector seems to be parallel to the ground, try changing it to Vector3(0,-1,0)
  2. If it doesn't change are you sure mFollow is true?
  3. I'm not sure if you know what deferred shading is, or you might just have explained what you are doing badly. Anyway here's a link: [url="http://en.wikipedia.org/wiki/Deferred_shading"]Deferred_shading[/url] Stop looking at FPS and start looking at Seconds Per Frame. And that fps sounds appropriate for deferred shading.
  4. OpenGL

    Try flipping the texture coordinates on Y-axis
  5. [quote name='Zotoaster' timestamp='1331117124' post='4920027'] What if you implemented your 'setScale' method somewhat like this? [code] void setScale(int w, int h) { if (!this) return; width = w; height = h; } [/code] And do the same in all the methods for your base class for gadgets. That way any other gadgets will inherit this behaviour, and simply do nothing. Just my tired brain's thoughts. [/quote] That would only make finding bugs harder
  6. You are comparing floating points without any epsilon, you might wanna reconsider that
  7. you wonder why you can't alt-tab a boring meeting/lecture
  8. You can try [url="http://www.cegui.org.uk/wiki/index.php/Main_Page"]Crazy Eddie's GUI[/url]. Also no logic should be in between the beginScene & endScene, you should only do rendering there.
  9. Isn't it sufficient to just update theta and phi ? Update: theta += speed.x; phi += speed.y; pos.x = Radius * sin(theta) * sin(phi); pos.y = Radius * cos(phi); pos.z = Radius* cos(theta) * sin(phi);
  10. open DirectX Control Panel and put D3D to use debug version.
  11. Does it say anything if you put DX on debug ?
  12. Don't ! Send updates when they occur, monsters are prone to idle a lot, there is no need to send updates if an entity rarely does anything.
  13. 1. Load obj 2. ? 3. Profit Don't put the render code in the load function!
  14. OpenGL

    the camera has right, up, forward vectors, translate your object along those vectors
  15. You can't read position from pixel shader, you need to send the position as an additional TEXCOORD