• 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.

PoorManMe

Members
  • Content count

    11
  • Joined

  • Last visited

Community Reputation

103 Neutral

About PoorManMe

  • Rank
    Member
  1. [size="2"][size="2"]Thanks everyone for your well thought out replies. There aren't many forums out there that have people who would put so much effort into helping someone and I appreciate that. I've decided to take a step back and learn a new programming language. I've been learning C++ off and on for the past 5 or 6 years and I'm just tired of it, I never really liked programming in C++ and I never felt like I had a firm grasp of it, but I felt like it's what I [i]should[/i] be learning for games programming. I learned that that wasn't really true quite a while ago, but I had already devoted so much time and effort into learning the language I didn't want to abandon it. Anyway, I have been playing with Python and I'm looking at giving Go a try, not really sure why but I am. I might try a few other languages until I find something that fits my tastes. I don't really know if learning a new language will bring me closer to becoming a better game programmer, but I don't really care at this point. Thanks again everyone for your thoughts.[/size][/size]
  2. Hello there. I have a question about the best way to structure a video game because I don't really understand how it all fits together. All of the tutorials I've followed on making simple games don't seem to have any structure, they're just an amalgamation of simple classes tied together within a game loop, and once I try to expand on these games things quickly become messy and out of hand. I come back to game programming time and time again only to slouch away thinking that it's just too difficult for me. In a way I kind of feel like a construction worker tasked with building a house, but who hasn't been given the blueprints. Can anyone provide any tips or resources for learning how to actually make a properly structured video game? Thanks.
  3. Okay, I think I'll buy the superbible then. Thanks for the help. [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  4. To be honest I'm just looking for any resource out there that will: 1.) Teach me OpenGL 3.x core profile. AND 2.) Teach me without using some sort of framework or wrapper. All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it. Anyway, if anyone has any suggestions, they are welcome. Otherwise I'll just mosey on back to DirectX. Thanks. [EDIT] Thanks for the nopper.tv link, I'm downloading the examples now, so we'll see how it goes.
  5. I've heard it mentioned in several places that if you want to learn the OpenGL 3.X core profile with all of the deprecated functionality removed, then you should pick up "OpenGL ES 2.0 Programming Guide" since it's currently the best book available on the subject. Is this sound advice? Are OpenGL ES 2.0 and OpenGL 3.X similar enough that I could learn either one interchangeably? I don't own an Iphone or anything like that so I want to make sure that I can use the information I learn. Thanks.
  6. If you're looking for a DirectX 11 book I'd recommend [url="http://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958/ref=sr_1_1?s=books&ie=UTF8&qid=1311825456&sr=1-1"]Beginning DirectX 11 Game Programming[/url]. I'm about half way through the book, but so far I have had very little trouble following along. I was in the same situation you are, I had a lot of trouble finding a resource that would help me get over that initial beginners hump. A lot of books and tutorials just jump you straight into doing 3D stuff which I found difficult. This book starts you off with 2D and then goes on to 3D. I also like how the demo framework the book uses is small and simple, there are just two classes, one for initializing Direct3D and one for all the demo specific stuff.
  7. I got it. VC++ was including the d3d11.h file from the Windows SDK and not the DirectX SDK. I just had to add the include directory for DirectX before the include directory for the Windows SDK in the VC++ Directories. Thanks for the help everyone.
  8. I should have read the msdn page a little more carefully, it says ID3DBlob is type defined as ID3D10Blob, so I guess it doesn't matter. Still don't understand why I can't just use ID3DBlob, and why they felt the need to type define it in the first place.
  9. I keep getting this error and I can't seem to figure out where this little sucker comes from. MSDN says that ID3DBlob is defined in the D3Dcompiler.h header file. I included that header file and added D3dcompiler.lib to additional dependencies and still no luck. Oddly enough ID3D10Blob works, but I'm using Direct3D 11. Any help?
  10. The math you're doing looks correct to me. You're essentially using the law of cosines (A . B = |A||B|cos(angle)) to find the angle between the two vectors. I'm sort of a beginner with c++ so I can't really help you there. Although you should check to see if a value of (0, 0, 0) is passed in or else you'll be dividing by zero.