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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.

Moe

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  1. Business is interesting. *snip*     Sounds to me like a heck of a lot of mismanagement.
  2. Awesome guys.  Many thanks on the uber-quick reply.  Also, frob, good catch on my mistake there.  Thinking about it, it now makes sense that the macro isn't returning anything, but is calling return in the code where it is being used.  I also agree that this is a pretty not-nice use of a macro.   I haven't seen too many other samples out there that use the separating axis theorem for AABB-triangle detection.  The only other sample I've seen had issues as well.   Again, thanks a bunch you guys.   (I feel like it's been quite a while since I've been around here, and I'm glad to see the community is still alive and kicking, like back in the good ol' days.)
  3. First of all, please forgive me, as my C++ is really quite rusty. It's been... seven years or so since I've really had to use it.   I"m in the process of converting some C++ code to C# (in particular some code for checking an axis-aligned bounding box against a triangle, in 3D).  The original source in question can be found here.   The particular portion that I'm having a bit of trouble is this: #define AXISTEST_X01(a, b, fa, fb) \ p0 = a*v0[Y] - b*v0[Z]; \ p2 = a*v2[Y] - b*v2[Z]; \ if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \ rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \ if(min>rad || max<-rad) return 0; Now from what I remember, I thought C++ macros were basically pre-processor bits that get substituted in at compile time.  The thing I'm perplexed at is the return statement in the macro.  In this case, what happens if min < rad?  Does the statement still return any sort of value, or is there some sort of default return value on a macro that I'm not aware of? Here's what the rough C# equivalent is, as far as I have been able to figure:   //Assume variables are declared/initialized properly. Unlike what I've done here... float p0; float p2; Vector3 v0; Vector3 v1; Vector3 v2; Vector3 boxHalfSize; float min; float max; private int AXISTEST_X01(float a, float b, float fa, float fb) { p0 = a * v0.Y - b * v0.Z; p2 = a * v2.Y - b * v2.Z; if (p0 > p2) { min = p0; max = p2; } else { min = p2; max = p2; } float rad = fa * boxHalfSize.Y + fb * boxHalfSize.Z; if (min > rad || max < -rad) { return 0; } //Otherwise... return something else? return 0; } Any thoughts/ideas on how it should actually look?  I can't say I've ever dealt much with macros, and this one has me a bit stumped.
  4. I hate to think what my first few posts on here look like.  That being said, I've learned a lot.  I'm also not terribly active in game development now.  I've got more than enough keeping me busy.  I do like keeping my feelers out for things.  Perhaps some day I'll actually make a video game (something better than kraken-smack, my contest entry I did a year and a half ago).
  5. Chalk up another vote for TortoisHG and for SourceTree.  Both are pretty decent.
  6. For me, it's the metro style apps that make it worse than Windows 7 on a desktop.  For something like a touchscreen laptop or tablet, it's fine, but for a multiple monitor desktop, the default-take-the-whole-screen metro style apps just don't make sense.  The new task manager is nice.  The revised file transfer dialog is also nice, but seems to have some superfluous bits.  What's the point of the horizontal line when all I really want to see is the current transfer speed, what is being copied (and where it is being copied from and to), and the historical transfer speeds.  It just seems like they could have done a better job if it.  I've also managed to break it on one occasion, as it kept showing a cancelled transfer, and it wouldn't go away no matter what I did.   Also, I realize there are performance reasons for it, but shipping the OS with thumbnail images disabled is also a bad idea.  What's the point in having a large icon size if they still all look the same?
  7. It greatly depends on how the original bounding box is set up.  If  the original bounding box on the object isn't a minimal bounding box, then no, an OBB would not be a MBB.  I'm just guessing here, but I suspect that finding a MBB is not a trivial task. If the bounding box of an object is a minimal bounding box, then it doesn't matter which way the object is oriented, as it will still stay relative to the object, and will always be minimal.
  8. I'll second that.  Merry Christmas.   I haven't been around in a while.  Have I missed much?
  9. I'd be curious to see how Azure holds up against something like Amazon Web Services, and why you guys went with Azure instead.  It might also be interesting to hear some discussion on how you decide what goes on Azure and what doesn't, as well as performance considerations.
  10.   Nope.. June 15th.. it was going to be June 1st but we had to push back the launch a bit.   Remember, it was a bunch of our smaller sites all joining together to pool resources and create a better community.  =)   I'm trying to remember now... it was what, GameDev.net, flipcode, and the game dev dictionary, or something like that, right? Man, it's been a while since I have been around here.  I guess getting married and doing a Master's in computer science keeps a person busy.  EDIT: I just checked: Member Since 24 Jan 2000.  W00t. Also, floorcaek.  Does thesenshi/facehat or cow_in_the_well ever show up in these parts anymore? 
  11. [quote name='SimonForsman' timestamp='1350315082' post='4990404'] [quote name='Orymus3' timestamp='1350310965' post='4990383'] [quote name='TheChubu' timestamp='1350175429' post='4989931'] I think ppl are bored of Minecraft clones [/quote] Yet Castlestory's kickstarter went off charts... And please everyone, stop using "voxel game" as a definition of a minecraft-like gameplay. This is definitely not what the word is meant to describe. [/quote] Indeed, if i remember correctly Delta Force is also a voxel game (It had very impressive terrain for its time as well) [url="http://i1-games.softpedia-static.com/screenshots/Delta-Force_2.jpg"]http://i1-games.soft...lta-Force_2.jpg[/url] Not even close to minecraft [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Outcast 2 was another Voxel based game - also very looking. I wouldn't worry about people growing old of voxel based free-form shooters (or the like). Heck, people are still more than happy to play 2D side scrollers...
  12. Is it just me, or is it looking rather green? A few things to check: - Is the texture being loaded in as part of a model? If so, is the material for the model set to use some sort of coloring? - Are you setting any other render states that could be affecting the color of the model?
  13. [quote name='frob' timestamp='1343169482' post='4962765'] If you have some method of making the work faster, [b]mower[/b] power to you. [/quote] Sorry... I couldn't resist. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]
  14. [quote name='Densoro' timestamp='1342760641' post='4961181'] Still, it seems like it'd be very easy to fall into a pattern of "Water the crops, pluck the barley, help at the bakery, go to sleep, repeat." The problem with marketing your game on having an unremarkable adventure is that it'll be...well, unremarkable. [/quote] Now there's an idea - be as refreshingly honest as possible with the marketing. "This game is probably the most boring one you'll keep playing." "You wouldn't want your livestock to die from neglect, now would you?" "Congratulations on your purchase, peasant. Now get back to work!" "Starvation, dysentery, and dying has never been this much fun since Oregon Trail!"