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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 JamesCobras

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  1. Yeah I was thinking about an integer... So will it optimize for an integer? I can understand the float not. James
  2. Hi guys, just out of interest, I'm implementing an algoithm in which I'm using a mask on pixels (I'm doing a canny edge filter). The mask has a column where the contents are multiplied by 0. I could just skip the column, by deleting the code for this column, but I want it to be clear. If I times by a constant of zero will the compiler ignore that part of the code? Or will it perform the calculation? Cheers Guys James
  3. just for the record i'm talking about the number (2^243,112,609) − 1. This has as many DIGITS as i said in the first post. secondly this method tests every number up to 1/2 of the original to see if it is a factor. @dmatter are you thinking of a different algorithm? just out of interest which one? JamesCobras
  4. high guys, just as a technical exercise. I want to see how fast i can check a prime deterministically. I have a HUGE prime. 12,978,189 DIGITS. The biggest and i'm trying to see how far i can get the checking time down. Obviously i started with a basic divide by every number. (to set a bench mark). Which returned a truly hilarious time. Just curious how fast is the % operation compared to the / operation. I've used % but i want the most efficient / version in my brute force benchmark one. Cheers JamesCobras P.S. i'm using c++ [Edited by - JamesCobras on September 11, 2010 4:47:34 PM]
  5. The application is going to be an array of functions, the first part will be finding large primes and other large number calculations.
  6. Cheers, i think that's exactly what i wanted. I want to use C++ as opposed to python or others as it feels faster, which is really important in the application i have in mind. Cheers JamesCobras
  7. Hi guys, i want to do some maths on a computer using massive numbers like 2^1000000. I know this will fit into ram. But how should i go about creating this value in ram so i can X / + - with it. I also need perfect accuracy so short-cuts won't work. Do i have to define my own type? Is there a lib. for it? Where do i start? Any help/comments welcome. JamesCobras
  8. Guys i've been looking at the one time pad. I know that the downside is that it can only be used once, or it can be cracked (or i think this is the case). And it must be as large as the message it's encrypting. However is it really as unbreakable as i've heard, or have things moved on? JamesCobras
  9. To be honest, i managed to pick up c++ with C++ for beginners (hope it doesn't show to often). However, create a few console applications before jumping into games. YOU MUST UNDERSTAND COMPUTER LOGIC, this is the key, if this is your first language take it slow, i suggest sticking to console programs for at least 40hrs of programming time till you get the hand of syntax and basic libraries. vectors are set up like this: std::vector<int> wall; or std::vector<TypeofVariable> VariableName; accessed like: VariableName[elementnumber] = i ;//(i is a variable of type TypeofVariable) can also access member of VariableName by: VariableName.whatever e.g. VariableName.pushback(i); //expands vector by 1 and adds varibale i to the new "row" created. Hope that gets you going. JamesCobras
  10. Cheers, guys, ,i can't believe i couldn't find that, turns out i was searching for a slightly different thing in google. I'll check the stuff out that you pointed me towards and let you know how my project progresses. Cheers JamesCobras
  11. C'mon, i can't believe that some one here hasn't used a camera as an input, google searches still aren't giving me any joy. Please help. JamesCobras
  12. Hi guys, using c++ how can i get images directly off a camera into a computer and into a buffer for processing in real time? is there a free library i can use? are there windows api commands i should be using? I'm planning on using a camera like Lumix DMZ TZ5, or do i have to use a specialised/webcam like camera? Any help would be great. Cheers guys! James
  13. hi guys, i'm trying to develop a program with i would like the possibility to sell. But the following things i don't want to do: Be forced to produce source code on demand. Be forced to distribute binaries with source. I'm using OpenGl, SDL and RakNet. SDL is fine, i just have to use .dll and i don't have to distribute source (i think). I think OpenGL have no licensing rules so i can do what i want. BUT if i use a library or code from a GNU licensed project is there anyway i can use it with out breaking the GNU and being forced to release source? JamesCobras
  14. Yep, sorry when i said Directx i meant Direct3D. I thought the matrix functions were included in that... sounds like they were not so sorry for the original post looking like comparing two different things. Cheers for the help and clearing things up. Better start building up my code and start work with matrices. JamesCobras
  15. multimatrix() and the other matrix function that i found is the exact kind of function that i was looking for, cheers! However i believe this is only in OpenGL 3.0 and below. I had a look at the specification of OpenGL 3.2 and found no way of transforming anything. as i'm new to opengl is there anything i'm missing, how are you supposed to deal with transforms with no functions to do it? JamesCobras