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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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  1. Also if you are using SDL2 you are still using old SDL functions...   SDL_Surface*, SDL_FillRect()... why don't you create a SDL renderer? Will be much easier.   Try to use: SDL_CreateRenderer() SDL_SetRenderDrawColor() SDL_RenderClear() SDL_RenderFillRect() SDL_RenderPresent()
  2. I come across this http://www.thegamecreators.com/ many years ago...   Anyway depend on the game genre   Is that a classic RPG game? then http://www.rpgmakerweb.com/   Do you want something easy to program? then https://love2d.org/   Something else? then check http://www.stencyl.com/ or http://game-editor.com/Main_Page
  3. The problem are arguments you pass.   command is unsigned long?   [source]unsigned long command;[/source] is different from [source]unsigned int command;[/source]   and what about the_method? it should be [source]std::function<void(unsigned int, uint32_t)>[/source]
  4. Hello there,   Someone can share the ancient "DXUT" framework?   it have: d3dapp.cpp d3denumeration.cpp d3dfile.cpp d3dfont.cpp d3dsettings.cpp d3dutil.cpp dxstdafx.cpp dxutil.cpp etc...   It can be found in "Samples/C++/Common" folder.   I don't know in which version of DirectX can be found. The oldest version I have is Dec2005 and it doesn't have these files...   Thanks, Cosimo
  5. Hi all, I have a general question. In a small team (1-2 programmers, 1-2 2d artist, 1 game designer) how to split the earn (as percentage)? Please note that programmers have to develop on more platforms
  6. Most game companies avoid helper funtions from DirectX
  7. Hi all, I'm making a converter from p3d to 3ds (this below is the 3ds to p3d converter) [code] float TempX, TempY, TempZ, TempW; for( int i = 0; i < P3DMesh[counter].NumVertices; i++ ) { TempX = m->pointL[i].pos[0]; TempY = m->pointL[i].pos[1]; TempZ = m->pointL[i].pos[2]; float othermat[4][4]; othermat[0][0] = m->matrix[0][0]; othermat[0][1] = m->matrix[1][0]; othermat[0][2] = m->matrix[2][0]; othermat[0][3] = m->matrix[3][0]; othermat[1][0] = m->matrix[0][1]; othermat[1][1] = m->matrix[1][1]; othermat[1][2] = m->matrix[2][1]; othermat[1][3] = m->matrix[3][1]; othermat[2][0] = m->matrix[0][2]; othermat[2][1] = m->matrix[1][2]; othermat[2][2] = m->matrix[2][2]; othermat[2][3] = m->matrix[3][2]; othermat[3][0] = m->matrix[0][3]; othermat[3][1] = m->matrix[1][3]; othermat[3][2] = m->matrix[2][3]; othermat[3][3] = m->matrix[3][3]; // Mesh-Matrix auf Verts anwenden TempW = TempX*othermat[3][0] + TempY*othermat[3][1] + TempZ*othermat[3][2] + othermat[3][3]; if( TempW == 0 ){ continue; } TempW = 1 / TempW; P3DMesh[counter].Vertex[i].X = (TempX*othermat[0][0] + TempY*othermat[0][1] + TempZ*othermat[0][2] + othermat[0][3]) * TempW; P3DMesh[counter].Vertex[i].Y = (TempX*othermat[1][0] + TempY*othermat[1][1] + TempZ*othermat[1][2] + othermat[1][3]) * TempW; P3DMesh[counter].Vertex[i].Z = (TempX*othermat[2][0] + TempY*othermat[2][1] + TempZ*othermat[2][2] + othermat[2][3]) * TempW; } [/code] I know only P3DMesh[counter].Vertex[i].X, P3DMesh[counter].Vertex[i].Y, P3DMesh[counter].Vertex[i].Z I need do exactly the opposite, i need save in m->matrix[..][..] and m->pointL[i].pos[..] the data
  8. Hi all, I can mix DInput & WM_CHAR and XInput? In fact, i want to use dinput for managing mouse and joystick (with xinput), but keyboard in dinput isn't a great idea because you have to translate the scancode to ascii... Someone have some suggestions?
  9. 1)I want create a font with CreateFont (NOT D3DXCreateFont) and use it with D3D9 But how to integrate it with D3D9? 2) Another question... I want to load a true type font (ttf) and use it with D3D9 I don't want to use external libraries such FreeType... Any ideas?
  10. Quote:Original post by aryx I would say it's simply a matter of not being able to guarantee a set of points will actually have "full" pixel coverage. For example, if you were to zoom in then you'll start seeing spaces between points. Why not try D3DPT_LINESTRIP, which will draw a line from each point to the next. Now: http://img261.imageshack.us/img261/3829/immagine2ft.png
  11. Hi all, const float PI = 3.14159265f; const float DEGTORAD = PI / 180.0f; // DEGTORAD * degrees bool SetCustomVertex(CUSTOMVERTEX *pVertex, float x, float y, float z, float rhw, D3DCOLOR Color, float tu, float tv) { if (!pVertex) return false; pVertex->x = x; pVertex->y = y; pVertex->z = z; pVertex->rhw = rhw; pVertex->Color = Color; pVertex->tu = tu; pVertex->tv = tv; return true; } void Draw2DCircle(UINT uX, UINT uY, D3DCOLOR Color, float fRadius) { CUSTOMVERTEX Vertex[360]; for (int i = 0; i < 360; i++) { float f = DEGTORAD * i; SetCustomVertex(&Vertex[i], (float)(uX + cos(f) * fRadius), (float)(uY + sin(f) * fRadius), 0.5f, 1.0f, Color, 0.0f, 0.0f); } g_pDevice->SetFVF(D3DFVF_CUSTOMVERTEX); g_pDevice->SetTexture(0, NULL); g_pDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 360, &Vertex[0], sizeof(Vertex[0])); } The problem is: [image]http://img228.imageshack.us/img228/7972/immaginefpk.png[/image] There are some points that aren't filled
  12. Quote:Original post by MJP You're returning a pointer to a temporary variable (fColor). Either make it a member of your CColorf class, or make it static member of that class, or have that GetARGB function take an array as a parameter that it will fill with the values. Ok thanks now it work :)
  13. Hi all, I have this // CColorf class real *GetARGB() const { real fColor[4] = { 0.0f }; fColor[0] = this->GetA(); fColor[1] = this->GetR(); fColor[2] = this->GetG(); fColor[3] = this->GetB(); return fColor; } // CD3D10Render class void CRenderD3D10::Clear(const CColorf &Colorf) { if (m_pDevice) { m_pDevice->ClearRenderTargetView(m_pRenderTargetView, Colorf.GetARGB()); m_pDevice->ClearDepthStencilView(m_pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1, 0); } // move it in another function if (m_pDXGISwapChain) m_pDXGISwapChain->Present(0, 0); } //-------------- if (m_pRenderD3D10) m_pRenderD3D10->Clear(CColorf(1.0f, 0.125f, 0.3f, 1.0f)); I'm using Visual C++ 2010. When i run the release exe the clear color is red-pink when i run the debug exe the clear color is black why this??? i checked the any single color and this is my log: //debug (a)1.000000,(r)0.125000,(g)0.300000,(b)1.000000 //release (a)1.000000,(r)0.125000,(g)0.300000,(b)1.000000 Please help me :(