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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.

Ripiz

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  1. So how do I login using Google services?.. Also, why repeat same mistake as the last time? Site uses only 50% of my monitor's width. It looks terrible.
  2. VS2012 has better syntax highlighting than VS2010; classes, namespaces, typedefs have colors now. I imagine VS2012 would be a little bit better than VS2010, afterall it's newer, so I guess it might have better auto-vectorization, new C++11 features (move, etc) should make it better as well. IDE itself is responsive. No problems that I haven't had with VS2010, sometimes random freezes, intellisense messing up, etc. Restart fixes it most of the time.
  3. It will happen if velocity is too high or timestep is too high.
  4. You can send struct or class directly, assuming they don't have any pointers inside, packing is right, byte order is right and they don't have any virtual methods. To fix any of those problems, copy data you want to send into single buffer, ex. array, and send it.
  5. If I remember correctly float has 24 bits of precision, so it should have no problems representing 1 / 16,777,216. However, it cannot represent all the number inbetween. 1/2 - can 1/3 - cannot 1/4 - can 1/5 - cannot 1/6 - cannot 1/7 - cannot 1/8 - can and so on... If you add 1.0f or -1.0f to these numbers it'll only change few last digits as decimal accuracy will decrease. It'll be around 1.cccccccww where c - correct digit, w - incorrect.
  6. You need to create orthographic matrix. Google will help to create it if your algebra library doesn't support it.
  7. WinAPI is probably the only one supported, since you have to give HWND when creating Swap Chain. What's wrong with WinAPI? To use DirectX all you need is to create a window, that's like... 15 lines which you can copy/paste from countless sources.
  8. You can compile it on any PC. Running is other problem.
  9. There's no way to connect if your address is dynamic. You need something static. The only thing that comes to my mind, use free website host or file host that allows direct linking (Dropbox for example), store .txt file that contains your current IP address. Client program could automatically load the page, copy address and connect to it. But you'd have to change it manually everytime your IP changes (unless you make another tool which would do that automatically).
  10. Use bigger buffer or use dynamic buffer which increases everytime it overflows. Eventually it'll reach max size when it stops overflowing, however it might end up eating whole RAM if you have bug somewhere.
  11. When you draw something CPU validates whether you have set correct Vertex Buffer, Index Buffer, Shaders, and all other states. When you don't draw anything you're basically spamming GPU with command "Show this on the monitor". It probably hits memory bandwidth limit because it attempts to copy your frame everytime.
  12. A bit offtopic but: Difference between 1000 FPS and 900 FPS is 1 ms. Difference between 60 FPS and 30 FPS is 16.6 ms.
  13. Personally I'm using Visual Studio 2012 and I believe it's best what you can get on Windows.
  14. You could try to see how Intel TBB/Visual Studio 2012 has it done. It's huge mess of templates but concurrency::concurent_vector<> never failed me. push_back, pop_back, erase, iterators, nothing ever breaks.
  15. Are you drawing geometry at different depth levels? If yes, you can create extra postprocess step which would compare depth of nearby pixels, and if any of them differs from current depth, then it should be an edge.