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spliter

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  1. Hello! I have a black and white texture that represents the captured depth. What I want in my program is to draw geometry occluded by that texture (texture is always aligned with screen). Sort of simulate what glpolygonoffset would do but at a per-pixel level and the offset depends on the texture. the simple way would be to draw the z coordinate of the pixel to the depth buffer and add the r component of the fragment like this: gl_FragDepth=gl_FragCoord.z+texColor.r But frag depth is in range from 0 to 1, but dividing the texColor.r by the( far plane - near plane) but that doesn't work either. So, here I ask you: How do I simulate the glPolygonOffset in the fragment shader?
  2. Hello! Before all I'll state some info: -I made a 2d game engine complete with physics, graphics, entity system, sounds etc before. -I want to expand and move onto the 3D world -Contrary to the last engine I want to use third party libs to help me. I've decided on Horde3D for graphics, Fmod for Sound, custom model and map format. Right now I want to chose a physics and collision engine. [b]Here's what I want from it: [/b] [list][*][b]C++[/b][*]3D[*]Pretty optimized (my game won't be very physics heavy but the faster the better)[*]Great handling of collisions (things can't fall though floor nor sink into it like it often happens in ODE)[*]It must let me cast rays, polygons, check if a box at a given place [b]would[/b] collide and other such things (I'd use this for AI and other such things).[*]it must be able to use convex meshes for collision check.[*]physics-wise it should either enable concave meshes or let one object be made out of several convex ones.[*]I can use it without paying royalties or having to release the source code to my program.[*]not a complete pain to use.[*]should be able to handle physics by its own but also allow me to step in when I need it.[/list] [b]What I want to accomplish in my game:[/b] [list][*]physically reactive animated ragdolls for characters (see one of the Overgrowth fighting videos, you notice they go limp from hits but quickly resume their stance)[*]physics based AI[*]semi-physics based movement (eg: if the player is controling a bird I want it to fly realistically, unlike WoW where it can just stop in mid air)[*]buoyancy[*]being able to destroy houses/towers or other constructions made from preset destructibe geometry pieces.[/list] As you can see my biggest focus is on characters and the amount of control I can have over the behavior of each individual part, I don't know the favs and cons of the existing engines which is why I'm asking you for help. So far I've only tried ODE (since yesterday) and I've seen that it's not the best collision handling engine (things like to sink into each other a bit ). I saw somewhere that it can be used with SOLID to do the collision detection and solution, but I still haven't seen SOLID's features. So, I'm asking you for your input, which engine do you use or used in the past, which do you think is the best , what are its shortcomings, what are its strengths ,how it compares to others, etc. I'd also love if someone explained to me how are such libraries integrated into the game engine itself. I did a 2d polygon based collision system for my last engine but it was pretty much well integrated into the entity system from the start so I didn't learn much about adding a 3rd party one. Also if any of you could point me to open source 3d games that use the physics engines so I could learn from them I would be grateful. [b]Tl;dr version:[/b] I need a good physics and collision engine, help me chose!.
  3. If you want a starter site for SDL then there;s not better place than lazyfoo's tutorials here: http://www.lazyfoo.net/SDL_tutorials/ he also gives a little intro to OpenGL with which you can do what is this gen 2.5D game (2D gameplay and 3D graphics, openGL would be then used for graphics, SDL for everything else). However if you don't want to write everything practically from scratch (rendering, entity management, physics, particles, sounds and a lot more) then you'd better stick with an already existing engine. Unity is a good alternative as it has a free version and is doing everything for you. You can start making games on it without much hassle. If you go by the SDL/openGL route however you'd only start making your game in about 6 months. You could also use UDK, they have a very nice license which only requires you to pay Eidos for it if you sell your game. It's a very advanced engine but it's also very powerful and with all the tutorials laying around it shouldn't be difficult to start making games on it ever for a beginner (you might think that it only supports 1st person games but no, it can be modded into any kind of game you want) Hope I helped.
  4. Hello. As I'm about to start a game engine for the umpteenth time I decided to use whatever tools I have at my disposal to make it easier. Lately for small projects (a week or two) I've used SVN for versioning and keeping track of the updates. I've also tried UML in the past but that turned out to be more hassle than simply writing stuff my way (writing things my way on the paper meant it was easy, fast but horribly messy and disorganized so I might get back to it if I find programs that make easy to use and more of an asset than inconvenience). What I wanted to as of you is what programs/methodologies do you use to help you make your projects. I'm especially interested in areas like Organization of elements, descriptions of how everything works, TODO software and bug trackers. Since I'm still studying my budget is rather low so free software/software with free versions are a lot of help. Also I would ask of you if any of you knows a program that helps you design the project, with various views on it (for example, you it lets you see how every big part is connected to others, with a general description of what each part does, but in another view/zoom level it shows you which function names it has). Such a program would be a huge help when beginning a project, and would help you keep track of how far you've gone. Huge Thanks in advance: Spliter
  5. @Nik02 Thank you for the Ideas. The Model part isn't at all that hard to me, I've already written everything from polys to the IK system. My main problem still stands though. I would love if you elaborated on the model-view-presenter architecture since that seems to be my main problem. I'm thinking of ways to implement an architecture where each tool is a separate entity. First we have the windowing system provided by wxWidgets, then I have a general program core that'll have it's own state machine, will hold the models, animations, current selections etc, then it'll have various tools. basically they'll have access to the core resources and be able to manipulate them and will also grab all input from the windowing system's workspace area, that way I can easily add new tools without having to rewrite previous ones. I would like to know if someone has a better alternative in mind.
  6. Hello I'm currently starting to work on an editor for my game models and animations. Since they are 2D I can't really use any outside software. At least I don't know of any. The editor should be able to acreate simple models by the edition of 2D polys, then add a skeleton to it, skin it, add one or more collision polys and finally animate it. My game engine (built from scratch) is in it's final tweaks and already supports all of this. It's a pretty big project that's already been going on for almost three years. My problem is with how do I design the editor? How do I manage the states or how do I integrate all of this together? I haven't done anything of this scale/type yet so I don't know where to start. I've already started working on the basics. I've quite a bit of practice with wxWidgets GUI, and made some smaller programs like a mp3 player or a photo organizer (which turned out to be quite useful btw), I even made a very simple map editor where you could place;transform,copy/paste,undo/redo. But those are only stepping stones and now I need to jump a big gap. Basically I'm asking for references to any tutorials, videos or talks on creating editors, be it map editor, model editor, anything that's got a lot of integrated parts/states that have to work together, prefarably talking on making it from start to finish independently of the language. My searches so far only yelded mediocre results, most of them being how to use such editors to create something rather than building the editor myself. All of your input is hugely appreciated. ~Spliter
  7. Hello! I hit a little curiosity making my 2D animation system. Basically I want to know what's the industry standard way of dealing with timing of keyframes, should all frames be a keyframe so in a 10frames per second I would have 10 keyframes for each bone in the body(or at least the selected parts of the body) or is it better if the animation itself has irregularly spaced keyframes, thus saving space when less are necessary and having more precision in more complicated animations? (please note that in both cases I would use linear interpolation between the keyframes). Thanks for your help in advance ~Spliter
  8. Hello! I've been working on my game engine for 3 years already and while I've learned a ton making it I never actually released a single game (which is what I started making it in the first place). This year I've been specially frustrated since I've notice that even though I've learned far more then I expected I never got anything working the way I wanted it. My engine is ready and quite capable when it comes to 2D graphics but I have 0 experience in making an editor and I'm just tired of working on the tools/engine without actually making a game! So here's my question: I have 7 years of C++ experience, 4 years SDL experience and 3 years OpenGL experience but I'm not afraid of learning new things (except Python, god I hate it!). Which game engine (2D or 3D) would you reccomend for me, that has its own toolset (or if there exists a toolset for that engine)? I would probably be modding something by now but since I have restrictive firewall where I live I can't connect to any outside server (including Steam, so no Source modding for me either). Note: I'm aware of Unity, I just wanted to check what are the alternatives before deciding. I'm asking for any engine written prefarably in an object oriented language (C++, java, javascript, C# (though I'm kind of afraid that visual studio'll wreck my PC like it did last time I installed it)) Thanks a lot for you help in advance. ~Spliter
  9. @MENTAL: well I just kept adding dlls to my program folder until it stopped complaining . @ArKano22: hm... sounds interesting, thanks! I'll try it out!
  10. Hello, I'm an experienced programmer in making games however I've never touched the subject of making useful apps. So far I've done everything in c++ and it would be quite useful if I could write my editors also in it. So, what I'm basically asking is what kind of GUI API-s would you recommend that would prefarably work with SDL or at the very least with openGL, and that have an external GUI editor, my first choices would be MFC and Win32, however I don't know if they have C++ supported editors like wxWidgets and if they work with SDL(which I use for input image loading and other things. wxWidgets on the other hand wxWidgets requires about 8 MB of additional dll's in order to run a hello world program. All help will be appreciated. ~Spliter ps: If you know any GUI editor for MFC or win32 that gives the base code for all the related classes leaving me only to work with the editor logic itself I would highly appreciate if you'd tell me.
  11. velocity is a vector speed is a scalar. basically the velocity is speed with a direction
  12. for level files I have a custom xml looking format objectname { x = 123.0; y = 300.0; vel = {2.0,3.0}; varname2 = 4|[2,1,3,1]; varname3 = "Hello World"; } so far it supports separate objects, nested objects, arrays of any type (from objects to strings to arrays of arrays), and strings without any character restriction, also C-style comments . I prefer it over xml mainly because xml has certain restrictions about what characters may appear in a a string or other places, I can also create other types of data that the default parser wouldn't be able to parse as long as it's encased in a pair of matching < > (the custom parse function must return the offset of the > that ends the custom object/data, that way it can allow for ANYTHING to be stored inside without limitations) eg: objectname { custom = < "this is a string":varname=var1: var2><var1>>;//the parser function must return the offset of the > ending the custom data }; Of course it has a limitation: the variable names aren't really used but are necessary, and are there only for the purpose of viewing. I use this only when testing the game. Later I move onto the binary format following the same rules but discarding all the unused information.
  13. you can use SDL_WarpMouse(x,y) to set it to the center of the screen after every mouse movement check. That way you won't have to worry about it going offscreen.
  14. Quote: Do you think that a beginner like me can go straight to learning about game programming insted of all the boring crap which has pretty much (as for me) nothing to do with game programming? Every single thing is related for game programming. Printing numbers/strings in console=useful as hell for debugging, and testing separate sections of your engine to see if they work. Writing TCP/UDP sockets=networking/making multiplayer game. Math, logics, and every single other thing can be applied to games. So no, you cannot skip the boring stuff. You'll use it every single day in game devving as part of making what you really want to do. Eventually it'll become something of a routine you'll do every day, but making that simple number printing won't be the goal but merely a few 5% or less of the subsystem of a game you'll be testing. If you want a quick way from going "I never/barely programmed in my life" to "I made a game" use Game Maker. Also, I have to agree with Steve132, it's how you sound to people already making games.
  15. Hello, the problem I have here is a bit difficult for me to describe so I'll try to be as detailed as I can be. I bolded the important part for those that understand the problem without a back-story. Back-story: Right now I've created an entity management system, every entity can be drawn through its own render() function. Problem is: since it's a 2D game engine the drawing order actually matters quite a lot, so I decided to write a layer system where you could divide the drawing of the world into generic parts, eg: first the far background is rendered, then a closer background then the action layer and finally the foreground. it all worked quite well, but I noticed that sometimes entities on the same layer need to be drawn in a specific order, otherwise things don't look quite right. So I decided to add a few functions to my layers in order to allow them to change the order of the entities drawn inside each layer. The problem with my earlier system: This system works perfectly in levels where the entire world is in view, however for bigger levels it'll render a lot object that are outside the view, thus wasting a lot of time. What I need: So, what I need is: a system that allows me to draw objects separated by layers, draw those objects in a specific order on that layer that I can pre-determine in the editor, and finally skipping the objects that are outside the view. What I've come up with so far: Normally for similar problems I would use a binary tree to decide which objects are inside the view, however in this case a tree would only scramble the object drawing order in the end. A way to combat that scrambling would be to use the tree to decide which objects are drawn, and then having them in specific order. Unfortunately that would mean I have to sort them in the end according to their drawing order and knowing the order in a tree environment would be a pain in the ass. one last thing I came up with was simple checking every single object if it's inside the view or not but it also occupies a lot of processing power. Final Questions to you Have any of you battled a similar problem before? If so then what did you come up with? Do you have any other solutions apart from the ones I presented or do you know of ways to optimize the ones I have right now? I'm sorry for the monolithic wall of text, I hope some of you can help me with this. Thank to everyone who spends his/her time on this in advance. ~Spliter PS: depth testing would not work since I heavily use blending for smoother edges and better looking artwork.