• 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

254 Neutral

About Littorio

  • Rank
  1. I have to display some meshes where each triangle color depend from a value in an array that can change each frame. The meshes are loaded when the game run and are not know in advance. The meshes uses shared vertices. Which would be the best way to implement this? Use a geometry shader? I will use this to display the hitpoints on each armor segment of the hull on a vehicle.
  2. With a grid you have to decide the size of the world and the resolution of the grid in advance. For example in a space shooter the grid is mostly empty except a few overcrowded cells. The grid can be efficient in your particolar case if you know the size of the world and critters have uniform distribution.
  3. Quote:Original post by jyk 1. 2-d or 3-d? 3-D Quote:Original post by jyk 2. What method (e.g. SAT, etc.) are you using for your narrow-phase collision tests? 3. Are you doing any sort of broad-phase culling? I don't know this details. I'm using OPCODE collision library Quote:Original post by jyk 4. How do you know it's too slow? It's already implemented and the rebuild take about half second for a 7000 triangle ship Quote:Original post by jyk Instead of rebuilding the collision data to account for the movement of the turrets, I would instead represent the ships as composite entities, each element of which has its own collision proxy. That is, as far as the collision detection system is concerned, the hull and each of the turrets is a separate object. If each ship has 10 turrets you must check 100 collision , one for every pair.
  4. In my space game i have ships that are composed of a hull and many turrets that can rotate indipendently. When two ship are close and have to check for collision i rebuild the collision data with the current position of the turrets to use the hull and the turrets as a single object. This method is too slow. There is a collision library that manage this situation? If not what else can be done?