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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 teutonicus

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  1. Mods/community content. I play through the Baldur's Gate trilogy once a year or so. There's always something new to try out.
  2. omg it's flipcode Maybe it wasn't merely a hunch. Maybe the power of Mitra compelled you to visit the tombstone of flipcode, that you would then post about your discovery of its resurrection, which I would read on my hourly F5 of the gamedev New Content page, causing me to visit flipcode forthwith and fondly reminisce.
  3. [quote name='Dynamo_Maestro' timestamp='1347418264' post='4979149'] OMG it is the right vid, holy shit it was badly done, wow how can anyone get offended by it, its soo bad its funny [media]http://www.youtube.com/watch?v=qmodVun16Q4[/media] That,.. Was,.. TERRIBLE!! I was laughing the whole way through, it was truly awful, so funny how bad the sound, acting and scene was, I cant wait for the full movie hahaha [/quote] http://worldnews.nbcnews.com/_news/2012/09/11/13807579-american-killed-in-libya-during-protests-about-prophet-muhammad-video?lite I wonder what the response will be to the full movie ...
  4. Odd ... can you verify that the collada file you're using has those transformations in it? If you aren't using the aiProcess_PreTransformVertices flag when reading the file, the transformations for your aiMesh instances should be in the aiNodes that they're attached to. Are you using the aiProcess_OptimizeGraph flag?
  5. I prefer to use a GUI for version control. I recommend [url="http://www.syntevo.com/smartgit/index.html"]SmartGit[/url], which is free for non-commercial use. It's also available on Windows, OSX and Linux. Can't help you with redmine as I've never used it before.
  6. Mine's definitely Gambling and bettig at Casino Megamall.
  7. Programmers use both (out of necessity more than anything; Mac is required to develop for iOS/OSX but existing engine and toolchain is Windows based), artists and everyone else use Windows exclusively. This from standpoint of an iOS/OSX developer. Main issue for developers is usually development environment + tools. Everything else you adapt to pretty easily. XCode does some things better than VS and vice versa, but overall I prefer working in VS and with the tools available to me on Windows. This is probably more because of familiarity than anything else though.
  8. Ouufff the Quick Hack Spaceship video was starting to give me motion sickness! Loved the racing vid though; reminded me of GTA2. Looking forward to seeing where you take this.
  9. The OpenGL equivalent is [url="http://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveAttrib.xml"]glGetActiveAttrib[/url] and related functions. The manpage explains it all very well.
  10. The most likely culprit: [code] void StaticMesh::Render() { for(std::vector<ObjectData*>::iterator mesh = m_meshData.begin(); mesh != m_meshData.end(); mesh++) { glBindVertexArray((*mesh)->GetVAO()); glDrawElements(GL_TRIANGLES,(*mesh)->GetNumFaces(),GL_UNSIGNED_INT,0); } } [/code] The second argument to glDrawElements (count) must specify the number of indices to use for the draw call, not the number of primitives. So multiply by three for triangle lists. From what I could see, everything else looked okay. In case you're interested in other feedback, here are some things that stood out as I had a quick look at your code: [code] for(unsigned int face = 0, vertexIndex = 0; face < numFaces; face++, vertexIndex += 3) { const struct aiFace* meshFace = &thisMesh->mFaces[face]; memcpy(&indices[vertexIndex],meshFace->mIndices,sizeof(unsigned int) * 3); } [/code] This loop assumes that meshFace->mNumIndices == 3, which could cause problems if your mesh is not triangulated You've written destructors for some of your classes, but no copy constructors or assignment operators. I almost freaked out when I saw standard containers being used to store ObjectDatas but then realised that you were actually storing pointer-to-ObjectDatas ;) [url="http://www.drdobbs.com/c-made-easier-the-rule-of-three/184401400"]http://www.drdobbs.c...three/184401400[/url] Destructors delete/[]ing things that haven't been initialised. If ObjectData::Init is not called for some reason, bad things will happen when that object's destructor is called. I prefer one-step initialisation, but if that's not an option then be sure to initialise member pointers to nullptr in your constructors.
  11. To debug this problem, these are the steps I'd take: 1. Make sure you're initialising the library correctly if necessary. 2. Make sure FreeImage isn't giving you any errors (give it an output message callback using FreeImage_SetOutputMessage). 3. Assuming there aren't any useful errors, separate logic for opening/reading the file and parsing the file. Use a FILE* or whatever you're comfortable with to open and read the file yourself, verify that the contents of it are what you're expecting, then tell FreeImage to parse it from memory. This way you will be absolutely sure that the path's correct and the file exists. So the first few lines of your loadAtlas functions would look something like this: [code] FILE * file = fopen(filename, "rb"); // ... verify file exists, contents are correct, check format if necessary, etc. FIMEMORY stream = FreeImage_OpenMemory(file_data, file_size); dib = FreeImage_LoadFromMemory(format, stream); // ... [/code] The above's untested but you should get the idea; open the file itself separately and use FreeImage's load from memory functions so that you can be sure that FreeImage isn't/SDL wasn't doing something strange or unexpected under the hood with your file path. 4. If FreeImage is still failing to parse the file correctly and doesn't give you any useful errors after you've gotten the above working, then try using different formats for your images. 5. Use stb_image instead.
  12. You've only really got one graphics API per platform (except Windows, where you have to worry about D3D9/D3D11), so you switch renderer implementation at compile time. No dynamic casts. Something like: Renderer.h [code] #if defined ZZZ_PLATFORM_WINDOWS #include "RendererD3D9.h" #elif defined ZZZ_PLATFORM_OSX #include "RendererGL.h" #elif ... #endif [/code] RendererD3D9.h [code] class Renderer { ... }; [/code] RendererGL.h [code] class Renderer { ... }; [/code] Create separate D3D9/D3D11 builds for Windows and select most appropriate in game's launcher.
  13. When I read your post I could have sworn that you were describing the Settlers series. I really enjoyed those games (Settlers 2 in particular). If you haven't played them yet, I highly recommend that you check them out; pretty much everything that you mentioned in your post is in there! One of the main differences I can see is that in Settlers you need to build and upgrade supply routes to/from buildings in order for resources to get around. You can get Settlers 2 for 10 bucks or so at gog.com.
  14. [quote name='dpadam450' timestamp='1339997817' post='4950144'] You are talking about memory. I'm specifically talking about overdraw/ trying to draw stuff that is outside the frustum. By grouping everything into 1 vbo, you are wasting time drawing/shading triangles that are outside the frustum or occluded. [/quote] A draw call does not have to touch all vertices in a VBO. Read Hodgman's post.
  15. [url="http://www.gamedev.net/topic/613851-world-of-warcraft-image-effect-spell-cooldown/"]http://www.gamedev.net/topic/613851-world-of-warcraft-image-effect-spell-cooldown/[/url]