• 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

881 Good

About ddengster

  • Rank
  1. Please do not equate open source games with good architecture design. While looking at source code might help, there will come a time whereby your needs take priority over following other engine's code structure. Don't dwell too much on fancy design patterns (most of them suck quite a bit), keep to writing simple code. If you really need a base to start from, learn entity component systems and continue from there. I'd also recommend reading https://mollyrocket.com/casey/stream_0019.html
  2. Hey there, I've been using AntTweakbar in my game and it is mainly a tool development UI. I get the occasional framespikes from it, and the api doesn't allow custom textures for your panels, so I wouldn't recommend it. If you fear the bloatedness of custom ui libraries and want to make your own, start small - The most fundamental ui elements you can implement are buttons, textboxes and ui images coupled with a parenting system.
  3. Here's my search screen. Can you even see what I typed into the search field? When people say that this upgrade is okay, or even that it's 'rough edges', I can't help but think where have the standards gone to. It's like the basic features have not even been tested.
  4. I am stunned. How are the heck are people saying that the upgrade has been good? - Old articles are broken. The value of gamedev.net tumbles. So now I need to set up an activity list? I'd rather the older option where the forum topics are bumped up upon a post. The live feed was what I'd consider a majorly interesting part of the site. Over the past several updates gamedev.net has been getting more and more bloated. Design has also taken a turn for the worse. For example, when I'm reading a forum post I don't have a need to see Game Job's or Ads at the right side of the post. It makes information harder and harder to read and to find. Color contrast looks really bad imo, light grays and whites.
  5. Thanks for the slides! Looks like I need some adjustments to the newer methods of rendering; I'm still using the older techniques of instancing esp with my particles.
  6. Thanks all for the information and pointing out my misunderstandings. Also @samoth, what do you mean that my meshes need not be identical? When you call DrawIndexedInstanced() each time there is an understanding that you use the vertex/index buffer of the mesh and have your instance data in a constant buffer, hence it's the same mesh.
  7. Reference: http://developer.download.nvidia.com/SDK/10/direct3d/Source/SkinnedInstancing/doc/SkinnedInstancingWhitePaper.pdf The paper recommends that animation frames be baked into a single texture. Is this a good technique in practice? I suppose that data for animation blending between 2 select frames can be done in the per-instance data, but what about things like only playing animations for selected nodes? Or additive animations? Would I have to bake all combinations of such animations? Also, would you recommend using this technique for all skinned meshes in your engine?
  8.   I need to emit a whole bunch of particles at once. I was thinking of emitting each of them as one job for the thread pool. Anyway, thanks all for your replies!
  9. So I'm thinking of doing simple job-based multithreading for my particle emitter updates, think: foreach particle emitter determine emission, then update all particles connected to the emitter. My particles use the standard library's Random Number Generator. Is the usual way of handling this putting a critical section whenever you want a random number? Or do you single thread the emitter spawning particles, then predetermine the random numbers per particle at spawn time.
  10. How many lines of code are you testing this with? Do you use templates? For reference, my game's hitting around 2mins full rebuild with 150k LOC.
  11. Don't think too much about the NO votes; the general consensus is that NO votes doesn't determine whether you get past greenlight or not. The initial days for my game on greenlight also hit a <50% yes-no vote before it fell off the frontpage, and only after 2 months did it climb back up to an even ratio in YES votes. So yes, being on the frontpage is significant for exposure; falling off it probably means you'll be stuck there. If you've showed the game off/released it on another platform, make sure its written on your greenlight page; you'll have a better chance that way. PS. Here's the greenlight link to my game, I could use a vote or so!
  12. I've had hotloading code in my game for some time now, it comes in the form of a reloadable dll where I recompile and reload code. Here's some best practices that I recommend. - Avoid having to fiddle with vtables (that means not having your class hierarchies inherit across the reload dll). Instead, pass in a vector of structs which contain functions and values to be reloaded. The highly probable cause of most crashes resulting from this reloading code is using old function addresses that not longer exist on the dll since it was reloaded, weren't wiped on the executable. - Start with a small sub-system in your game first. Particle systems are one of those; try tweaking and live reloading some particle movements. It's a different experience compared to tweaking knobs/sliders on a GUI.
  13. Hi all, This is a post that NEO Impossible Bosses is on Steam Greenlight! If you've always wanted to take on MMO-styled bosses but feared that the leveling grind will take too long, this game will be your kind of game! Utilize a number of heroes to defeat the impossible bosses and achieve the title of World First!     X heroes versus 1 boss on his home turf Count Winkus unleashes his ultimate, Lightning destruction! Our heroes have to activate their shields to not take damage.   Too many heroes to control? Pause and issue new orders when things get tough, or share the burden of controlling multiple heroes by playing with others online. Thanks again, and please vote for the game to be on greenlight!
  14. So yea, I'm working on my game NEO Impossible Bosses, a RaidBoss Rush MOBA. Here's a link to the website, devlog, and do give a follow on Twitter [twitter]x0to1[/twitter] for updates.   But this post isn't quite complete without something worth discussing eh? So /brag, one of my technical achievements was to build a navmesh similar to how Starcraft2's navmesh works. I also managed to make use of it to do a gameplay thing I call Land Reclamation, in which you can 'reclaim' land on walkable areas, and then build obstacles on it. And it works with all the pathfinding being ok with it. Maybe if I have time I'll do a blog post on it (I'm expecting several).  
  15. Almost-solo full time here. Character concepts art + model & texturing is outsourced, and I remix a ton of artsy asset store stuff.