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jamesleighe

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  1. I'm wondering what the best way to scale GUI elements to different resolutions would be. I'm using relative sizing and all that for the elements, but the problem is the fonts. I cannot just simply scale the fonts as it will make them look very blurry in all but the 'correct' resolution (or x2 etc.) unless maybe the fonts are very large.   The only thing I can think of at the moment would be to have multiple pre-configured gui sizes that you have set up and tweaked and choose the closest one to the current resolution, but then again you are going to end up with slightly different gui sizes between the presets and it will be somewhat inconsistent even still because of how fonts tend to look different at different point sizes.   Any ideas would be much appriciated! Thanks   EDIT: I guess another option is to just not worry about it and create a GUI for a common middle-ground resolution and let it get big/small depending on the user end resolution.
  2. I fixed it!   It was because I had a define that used __inline (from MSVC) and clang was just ignoring it.   Thanks for all your help guys.
  3. That helped! Now I just have multiple definition issues. But at least that's more familiar territory. james@debian:~/Dropbox/Fly Games/project_sophia/test$ clang++ -std=c++0x -I ../libsophia/public/ main.cpp -o build/main -L ../libsophia/build -lsophia ../libsophia/build/libsophia.a(sa_string.o): In function `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)': sa_string.cpp:(.text+0x160): multiple definition of `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x1a0): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)': sa_string.cpp:(.text+0x1c0): multiple definition of `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x200): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::Free(void*)': sa_string.cpp:(.text+0x80): multiple definition of `sa::Free(void*)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xc0): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::Calloc(unsigned int)': sa_string.cpp:(.text+0x20): multiple definition of `sa::Calloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x60): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::Malloc(unsigned int)': sa_string.cpp:(.text+0x0): multiple definition of `sa::Malloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x40): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::MemSet(void*, unsigned char, unsigned int)': sa_string.cpp:(.text+0xa0): multiple definition of `sa::MemSet(void*, unsigned char, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xe0): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::MemCopy(void const*, void*, unsigned int)': sa_string.cpp:(.text+0xe0): multiple definition of `sa::MemCopy(void const*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x120): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::MemMove(void*, void*, unsigned int)': sa_string.cpp:(.text+0x120): multiple definition of `sa::MemMove(void*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x160): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `sa::Realloc(void*, unsigned int)': sa_string.cpp:(.text+0x50): multiple definition of `sa::Realloc(void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x90): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `unsigned int samath::RoundUpToPowerOfTwo<unsigned int>(unsigned int)': sa_string.cpp:(.text+0x210): multiple definition of `unsigned int samath::RoundUpToPowerOfTwo<unsigned int>(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x250): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `double samath::Random<double>(double, double)': sa_string.cpp:(.text+0x360): multiple definition of `double samath::Random<double>(double, double)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x3a0): first defined here ../libsophia/build/libsophia.a(sa_string.o): In function `float samath::Random<float>(float, float)': sa_string.cpp:(.text+0x290): multiple definition of `float samath::Random<float>(float, float)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x2d0): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)': sa_random.cpp:(.text+0x160): multiple definition of `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x1a0): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)': sa_random.cpp:(.text+0x1c0): multiple definition of `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x200): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::Free(void*)': sa_random.cpp:(.text+0x80): multiple definition of `sa::Free(void*)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xc0): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::Calloc(unsigned int)': sa_random.cpp:(.text+0x20): multiple definition of `sa::Calloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x60): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::Malloc(unsigned int)': sa_random.cpp:(.text+0x0): multiple definition of `sa::Malloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x40): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::MemSet(void*, unsigned char, unsigned int)': sa_random.cpp:(.text+0xa0): multiple definition of `sa::MemSet(void*, unsigned char, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xe0): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::MemCopy(void const*, void*, unsigned int)': sa_random.cpp:(.text+0xe0): multiple definition of `sa::MemCopy(void const*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x120): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::MemMove(void*, void*, unsigned int)': sa_random.cpp:(.text+0x120): multiple definition of `sa::MemMove(void*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x160): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::Realloc(void*, unsigned int)': sa_random.cpp:(.text+0x50): multiple definition of `sa::Realloc(void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x90): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)': sa_stringtools.cpp:(.text+0x160): multiple definition of `sa::MemShiftForward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x1a0): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)': sa_stringtools.cpp:(.text+0x1c0): multiple definition of `sa::MemShiftBackward(void*, unsigned int, unsigned int, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x200): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::Free(void*)': sa_stringtools.cpp:(.text+0x80): multiple definition of `sa::Free(void*)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xc0): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::Calloc(unsigned int)': sa_stringtools.cpp:(.text+0x20): multiple definition of `sa::Calloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x60): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::Malloc(unsigned int)': sa_stringtools.cpp:(.text+0x0): multiple definition of `sa::Malloc(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x40): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::MemSet(void*, unsigned char, unsigned int)': sa_stringtools.cpp:(.text+0xa0): multiple definition of `sa::MemSet(void*, unsigned char, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0xe0): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::MemCopy(void const*, void*, unsigned int)': sa_stringtools.cpp:(.text+0xe0): multiple definition of `sa::MemCopy(void const*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x120): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::MemMove(void*, void*, unsigned int)': sa_stringtools.cpp:(.text+0x120): multiple definition of `sa::MemMove(void*, void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x160): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `sa::Realloc(void*, unsigned int)': sa_stringtools.cpp:(.text+0x50): multiple definition of `sa::Realloc(void*, unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x90): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `unsigned int samath::RoundUpToPowerOfTwo<unsigned int>(unsigned int)': sa_stringtools.cpp:(.text+0x210): multiple definition of `unsigned int samath::RoundUpToPowerOfTwo<unsigned int>(unsigned int)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x250): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `double samath::Random<double>(double, double)': sa_stringtools.cpp:(.text+0x360): multiple definition of `double samath::Random<double>(double, double)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x3a0): first defined here ../libsophia/build/libsophia.a(sa_stringtools.o): In function `float samath::Random<float>(float, float)': sa_stringtools.cpp:(.text+0x290): multiple definition of `float samath::Random<float>(float, float)' /tmp/main-lSPKsO.o:main.cpp:(.text+0x2d0): first defined here ../libsophia/build/libsophia.a(sa_random.o): In function `sa::Random::Seed(unsigned int)': sa_random.cpp:(.text+0x29a): undefined reference to `sfmt_init_gen_rand' ../libsophia/build/libsophia.a(sa_random.o): In function `sfmt_genrand_uint32': sa_random.cpp:(.text+0x2fd): undefined reference to `sfmt_gen_rand_all' ../libsophia/build/libsophia.a(sa_random.o): In function `sfmt_genrand_uint64': sa_random.cpp:(.text+0x3d9): undefined reference to `sfmt_gen_rand_all' clang: error: linker command failed with exit code 1 (use -v to see invocation)   It could be I made a mistake when moving over form "#pragma once" to the ifndef method somewhere but I tried to be careful and like I said in MSVC it builds without a warning.   Progress!
  4. Hmm, still no dice it would seem.   Here is how I compile the sophia static library: clang++ -std=c++0x -c sa_math.cpp -o build/sa_math.o clang++ -std=c++0x -c sa_sophia.cpp -o build/sa_sophia.o clang++ -std=c++0x -c sa_stringtools.cpp -o build/sa_stringtools.o clang++ -std=c++0x -c sa_string.cpp -o build/sa_string.o clang++ -std=c++0x -c sa_baseapplication.cpp -o build/sa_baseapplication.o clang++ -std=c++0x -c sa_random.cpp -o build/sa_random.o In file included from sa_random.cpp:4: In file included from ./SFMT-src-1.4/SFMT.h:67: ./SFMT-src-1.4/SFMT-params.h:7:4: warning: #warning "SFMT_MEXP is not defined. I assume MEXP is 19937." [-W#warnings] #warning "SFMT_MEXP is not defined. I assume MEXP is 19937." ^ 1 warning generated. ar rcs build/libsophia.a \ build/sa_math.o \ build/sa_sophia.o \ build/sa_stringtools.o \ build/sa_string.o \ build/sa_baseapplication.o \ build/sa_random.o     Here is what happens when I attempt to compile the test application: clang++ -std=c++0x -I ../libsophia/public/ -L ../libsophia/build -lsophia main.cpp -o build/main /tmp/main-bh2HIY.o: In function `main': main.cpp:(.text+0x48e): undefined reference to `sa::Random::Random()' main.cpp:(.text+0x49c): undefined reference to `sa::Random::Seed(unsigned int)' main.cpp:(.text+0x4c8): undefined reference to `sa::Random::GetFloat64(double, double)' main.cpp:(.text+0x4f9): undefined reference to `sa::Random::GetFloat64(double, double)' main.cpp:(.text+0x52a): undefined reference to `sa::Random::GetFloat64(double, double)' main.cpp:(.text+0x57a): undefined reference to `sa::String::GetCString() const' main.cpp:(.text+0x5bd): undefined reference to `sa::String::~String()' main.cpp:(.text+0x5dd): undefined reference to `sa::Random::~Random()' main.cpp:(.text+0x617): undefined reference to `sa::String::~String()' main.cpp:(.text+0x629): undefined reference to `sa::Random::~Random()' /tmp/main-bh2HIY.o: In function `sa::Vector3<float>::GetString(int) const': main.cpp:(.text._ZNK2sa7Vector3IfE9GetStringEi[_ZNK2sa7Vector3IfE9GetStringEi]+0x27): undefined reference to `sa::String::String()' main.cpp:(.text._ZNK2sa7Vector3IfE9GetStringEi[_ZNK2sa7Vector3IfE9GetStringEi]+0x4e): undefined reference to `sa::String::Copy(float const*, unsigned int, unsigned int)' main.cpp:(.text._ZNK2sa7Vector3IfE9GetStringEi[_ZNK2sa7Vector3IfE9GetStringEi]+0x82): undefined reference to `sa::String::~String()' main.cpp:(.text._ZNK2sa7Vector3IfE9GetStringEi[_ZNK2sa7Vector3IfE9GetStringEi]+0x90): undefined reference to `sa::String::~String()' clang: error: linker command failed with exit code 1 (use -v to see invocation) make: *** [all] Error 1     I'm only testing it by instantiating an instance of the Random class and using it to fill a Vector3 (which is a template and so has no linking issues). String is popping up because I try and get a String of the Vector's values to print out.   So I think everything that could be undefined is undefined.
  5. OK! We made some progress, now "nm" gives the proper results.   However, I'm still getting the same amount of undefined references somehow. Am I linking to the lib properly in the "clang++" call?     I should also mention that this code is working in windows, so I'm pretty sure it's not a code error.
  6. (c++, clang++, debian: wheezy)   I'm trying to build and link to a static library in Linux (which I have never programmed in before).   The problem I am having is that when I try to link to my library it tells me: "../libsophia/build/libsophia.a: could not read symbols: Archive has no index; run ranlib to add one"   Then, when I try to run "nm libsophia.a" I get: nm: sa_math.o: File format not recognized nm: sa_sophia.o: File format not recognized nm: sa_stringtools.o: File format not recognized nm: sa_string.o: File format not recognized nm: sa_baseapplication.o: File format not recognized nm: sa_random.o: File format not recognized   So, I must at least be compiling it wrong!   Here are my makefiles: (My Static Library) clang_compile = clang++ -std=c++0x -S all: $(clang_compile) sa_math.cpp -o build/sa_math.o $(clang_compile) sa_sophia.cpp -o build/sa_sophia.o $(clang_compile) sa_stringtools.cpp -o build/sa_stringtools.o $(clang_compile) sa_string.cpp -o build/sa_string.o $(clang_compile) sa_baseapplication.cpp -o build/sa_baseapplication.o $(clang_compile) sa_random.cpp -o build/sa_random.o ar rcs build/libsophia.a \ build/sa_math.o \ build/sa_sophia.o \ build/sa_stringtools.o \ build/sa_string.o \ build/sa_baseapplication.o \ build/sa_random.o   (My Test Application) clang_compile = clang++ -std=c++0x -I ../libsophia/public/ -l:../libsophia/build/libsophia.a all: $(clang_compile) main.cpp -o build/main     I want to mention I know nothing about writing software in Linux, and any help would be much appreciated! Thank you!  
  7. Wow, that works for some reason! Thanks allot.
  8. 3DSMax 2012 & MSVC For whatever reason visual studio does not detect that my plugin is loaded or hit breakpoints when I attach despite the fact that the plugin extension shows up in the export list and it says its loaded in the plugin manager. What's the trick to debugging max plugins with visual studio? Because somewhere during the export it's crashing and it would be nice to be able to debug it. Thanks guys
  9. Nm the chm docs are working now!
  10. I just started playing with PhysX 3.2 and the documentation chm files don't display anything and I can't find any documentation on the web at all! What's up? Is there something I'm missing? The sample source code gets me started but it still leaves allot of questions. Thanks
  11. [quote name='Bluefirehawk' timestamp='1352705852' post='5000147'] Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines. [/quote] I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D. [quote name='Bluefirehawk' timestamp='1352705852' post='5000147'] I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback. [/quote] I'll try and flesh out my ideas a bit on paper and post them here tomorrow. [quote name='Bluefirehawk' timestamp='1352705852' post='5000147'] Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream. [/quote] Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist. So I need some kind of game where the art assets are simple enough that even I could make them. [quote name='Bluefirehawk' timestamp='1352705852' post='5000147'] You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target. [/quote] No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets. [quote name='Bluefirehawk' timestamp='1352705852' post='5000147'] It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging... [/quote] Absolutely! Unfortunately I'm having trouble with that part. I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D. Also thank all you guys for your feedback so far!
  12. Yeah by allot of funding I mean they would require things like models and animations and art lol. It's difficult to distill a game idea so much that you don't need allot of the aforementioned things and I have been trying but maybe not hard enough. EDIT: Your game looks like it could be really cool btw.
  13. Yeah but code what? I have coded the engine and stuff but now what kind of game should I code? EDIT: If you mean code one of my ideas that would require allot of funding that's probably not a good idea because I doubt I'm going to come across enough money to finish it and the coding itself would take months of hard work.
  14. I have been working on a game engine and I have spent so much time on that I now have no idea what kind of game I want to make! Here are a few basic points I have been working on: * Simple * 3D * Multiplayer * Random Terrain? * AI's? As you can see from my extensive list I have absolutely no idea what I'm doing! Another major issue is that I don't have allot of money to throw into art so most of the modelling and animating I will have to do on my own. I have no trouble coming up with ideas assuming I had some money but I do not... So could some of your game design brains point me in the right direction?! (also if you help me design a game I would credit you and give you a portion of any money made which will more than likely be none) Thanks
  15. You will also have to allocate the OcTree nodes either using an allocator or something like that to prevent cache trashing.