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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.

HMart

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  1. Unity

    Quote:Original post by bengaltgrs @zebeste I tried looking at the C4 engine earlier today. It looked like a pretty attractive offer on the website, but when I went to test the demo things didn't go so great. A couple times I tried to load a level and it just sat there for a while, eventually leading me to have to turn the computer off manually. Also, the physics seem very hoaky.. getting stuck on tiny cracks in the ground, really weird feeling collision detection. I only tested C4 on my laptop so I'll have to try again on my desktop later.. but it just left sort of a bad taste in my mouth. (Sorry if you're one of the developers on it, it's still an impressive engine.) Hi bengaltgrs it seams you were misguided by the simplistic physics of the C4 demo, the engine can use any physics API and there are users with a PhysX and Bullet integration already done, also Eric is making a on house physics engine for C4 version 1.6 (the next version) and will do a revised demo to showcase the physics and the new terrain features. You say you add problems running the C4 engine demo, without your laptop specs i can only speculate, but it needs a fairly good GPU (NV 6600 or better ATI x1300 or better) to run also because of the new voxel terrain shader it will not run on Intel GPU's if your laptop as a Intel GPU them that's why it didn't worked well. Quote: I don't want to take anything away from any developer that's worked on the C4 engine, I know it's a ton of work to do something like that, but I just don't feel like C4 is solid enough to use for a real game yet. About this, it is wrong, C4 engine is ready for real games and that's why there are already games for sell made with it. Some examples: http://www.world-of-subways.com/ http://www.questofpersia.com/main/index.html Games in the making: http://www.greysoul.net/ http://celestialspheregame.com/ http://www.perfectblackgames.com/tvd/ http://www.youtube.com/watch?v=KfltWNBLkAU http://www.bleedingcolourstudio.com/php/adf.php And more.... I hope this helps clear all misconceptions about C4 engine.