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Triad_prague

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  1. Hi fellow gamedevs!   I'm making a 3d puzzle adventure game for android, so far I got the code to load assets (so far only textures, meshes, fonts, and levels). Now so far, the levels are hand made (they're just textured plane + walls so far + list of objects and their position, so quite easy to make by converting ascii mesh or written by hand). However, I'm thinking of a more robust model. What if I made an editor just for that, with gui and whatnot so I can supply enough information thru the input box.   I have researched about the feasibility of creating a web based app to approach this problem. So I made a webgl based app. The gui is easy. Forms and inputs, yeah. The assets loading, however, is a NIGHTMARE. I never got so intoxicated for too much javascripting like this before. Really, this is not healthy. Hence why I looked for an alternative.   So I thought hey, why not just make the editor using java, so I could reuse (almost) all the asset loading code (with a slight modification, of course)? plus I get the added benefit of the editor being cross platform (I only intend to use it on windows and linux tho, since those are what I frequently work on). However, I never touched java gui programming before. Do you think it's a good idea? I just went back from my town's book store and my university library, there was a lot of good java programming books, but I have yet to find one that speaks about this particular subjects (GUI). (Most of them only tells about the basic of java, the OOP in depth, and java network programming and database with java).   Also I heard once my friend's brother said that java has a hell lot of GUI library. What? I just need a simple means of browsing for files, entering text in a field input, and also rendering objects in 3D (OpenGL). Do you guys know any good books or sites with nice tutorials on said subject?    
  2.   I suggest using an existing converter such as Assimp instead if it suits your needs. It will save you a lot of time and headaches. I wish I had seen it earlier! I'm trying to get my hands dirty on it now. Judging by the spec, Assimp looks like a great library!
  3. Well I had a look at collada and it was perfectly suited my purpose! Thanks guys. Writing the converter is also easier since it's basically xml. Big thanks!
  4. Hi fellow game developers!   Right now I have my homemade converter that would produce from a milkshape 3d file (*.ms3d) a skeleton file, skeletal animation files, and mesh with correct bone weights. I've tried to add normal mapping support, but the results aren't satisfactory (it looks like the normal map is skewing in some parts). I believe the suspect was an error with TBN vectors calculation (perhaps caused by bad UV coordinates).   I've decided that the time wasted looking for fix isn't worth it and proceed to look for a shortcut. I need a 3d mesh file format that internally support normal mapping (so the converter wouldn't need to do TBN calculation). Also I want to ditch milkshape 3d (I use pirated one for learning) and switched to blender (for obvious reason). Now things would get a little bit complicated, because of the too long stage of working on 3d assets.   Right now my 3d assets pipeline is as follows:   model in blender -> export to wavefront (uv mapped) (.obj) -> open milkshape 3d, import (.obj) file -> weight vertices + adjust stuffs + skeletal animation -> save as (.ms3d) -> convert it using self made converter -> done.   That was insane, working on a model could take days for me. What I'm aiming now is:   model+uv map+skeletal animation+stuffs (basically everything) in blender -> export to some magical format (that supports normal mapping, a quaternion based bone orientation is a big plus) -> convert using self made converter -> done.   TL;DR; Do you know any file format that supports normal mapping and can be worked on in blender?
  5. Hi guys, I'm having a self doubt right now. But first, let me tell you the cause. It's the way I structure my game code. Specifically it's how I put my variables. Basically I have a source code for each module (gfx, sound, input, log). Thing is, I put each variable in their specific .cpp files:   for example, I put screen attributes (and any screen related function definition) in gfx.cpp   //in gfx.cpp int screen_w, screen_h, screen_bpp;   and I put any screen related function declaration in gfx.h   //in gfx.h   int gfx_create_screen(int w, int h, int bpp); int gfx_switch_fullscreen(int fs);   I also do the same with the logging module. I put the log function declaration in the log.h, and the definition and logfile handle in log.cpp   question: -is what I do is right? and uh, if not, can you tell me a better way? I really really appreciate any input here. thanks!
  6. Well, that's a good idea. I got a good idea to implement it now. But instead of stitch the terrain heightmap, I'll place a "parametrical model", which replace regular tiles. They will draw themselves based on the 4 corner values. Can't wait to implement it next week!!
  7. Hi people. I'm designing a format for a map in my game. I want it to have cliff and ramp, just like WC3. Thing is, I don't know how they make it work. At first I thought WC3 map was just a simple textured heightmap, but then it can have cliffs, ramps, which breaks the rules of standard heightmap. I guessed it was just a simple heightmap underneath, with "procedural" rendering for each tiles (I could see the heightmap layout in wireframe mode in the editor, thus I thought they just render each tile "differently").   Can anyone give me a hint on how to do that? I think I just got a few ideas, but somehow I feel not confident enough. I need the opinions of others. Thank you guys!   This is what I mean by cliff:   and this is what I mean by "ramp" (basically it's a passable passage that connects higher tile to lower tile):
  8. to all, thx for the suggestion. I tried to gove +1 to all your comments, but I'm on mobile :( anyway, I plan to use gl 2.0 to support a lil bit older hardwarr, and I heard the number of uniform is limited to 256*vec4. so I plan to pass quaternion as vec4 and position as vec3. I havent written the shader loader yet, no access to pc. I'm basically imprisoned in this barrack for the next 3 weeks. I'm curious if my quaternion multiplication will be faster than the built in mattix multiplication. I hope it would be.
  9. Hi all I plan to use hardware skinning, and thus I need to use loop inside the vertex shader. Last time I heard ut was bad to use loop inside shader and that I'd better unroll it. Also I heard looping and branching was badly supported. Is it true? any keyword for looking such info? thx
  10. thx for all the suggestions, seems I just need to warm up again with some simple projects. I kinda get the hang of this now. Btw what is the up to date library that people use for handling input, windowing, setting up opengl? I used sdl back then. I heard its development was stopped in some way.
  11. Hi all, I used to be a game programmer. But two years ago life forced me to walk its hard way. My pc was blasted, I was poor as fuck and I had to work for money. So I quit programming. Two years has passed, I have enough money to get a decent laptop. In fact I just bought one. Yesterday I turned on my laptop, got myself a cup of coffee, relaxed my hands on the keyboard. I fired up VS2010. Ready to rock. But then I just stared blank at the LED screen. I felt so weird. I seemed to have forgotten all my coding skills. I just couldn't get in touch anymore with the beautiful IDE. What's wrong with me? Anyone ever felt the same? what should I do to get my game programming skill back? all my reference was hardcopies. And they've rotten in the warehouse :(
  12. [quote name='rip-off' timestamp='1352570141' post='4999686'] [quote] Firstly, I never code anything in Java and compile it in linux. And I'm mostly comfortable with C++. [/quote] Presumably you'll be getting fluent in Java as part of or before undertaking this project, in order to be able to write the client. [quote] Plus I heard java is quite unsuitable for resource hogging, low-level task that most server do. [/quote] That depends on the nature of your game. I expect that for most games that are going to be completed by a single developer or a small team, Java will suffice. Will all the clients in your game be connecting to one server instance / cluster, or do players create their own servers? [/quote] Yes, I'm learning Java right now, which is quite weird for some friends since the learning process seems to be "reversed" (they learn java first) On my app, all clients connect to single authoritative server. [quote name='Bubsy' timestamp='1352567565' post='4999674'] I don't think you'll run into perfomance problems by writing your server in Java (unless your server logic is filled with a lot of number-crushing stuff). Actually the newer JVM are high-optimized with server side in mind. Take a look at apache MINA, it's a framework to write scalable server software. But if choose to write your server in C++ (which is a logical decision, as you're familiar with it), just write a low-level protocol (not using boost::serializable or any other fancy seralization library, using [b]primitve[/b] datatypes always minding types size mismacht and using network endian order (big endian)) and you'll be fine. [/quote] this is what I'm planning too. I'll be serializing data and not just send the struct/class as "it is". Plus I'll be using htonl() and htons() etc to ensure byte order consistency. [quote name='Khatharr' timestamp='1352573919' post='4999699'] What just happened right there? The client environment has nothing to do with the language the server is written in. IP derived protocols are platform agnostic. As long as you take control of your byte ordering and serialization you should be fine. [/quote] well thanks mate. You've just cleared some doubt here. Btw, it turns out that java is a lil bit different in that it has no "globals". Gotta wrap the main function within a class, but I guess that's fine. I'm considering writing the server in java too. The curve might get a little steeper, but I'm willing to learn. Besides, this project is not too time critical. I do it in my free time only. I've seen several pros and cons of it. And I decided to stick with it. Anyway, thanks guys. I'll be reading a lot of stuffs tonight, and I'll be back here when things are getting too hard to grasp [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
  13. [quote name='rip-off' timestamp='1352551125' post='4999627'] Have you considered writing the server in Java? This might simplify some things. As for your questions:[list] [*]1. What experience do you have writing portable code? [*]2. C++ does only gives minimum data type sizes, and does not guarantee byte order. You'd have the same issue writing a portable C++ client talking to a portable C++ server. The solution here is to define what the data should look like on the wire, and then ensure that each peer will correctly pack and unpack the data from this format. You can base the wire format on one that is convenient for one of the implementations (e.g. it might map directly to a big endian C++ unpadded structure written in terms of explicitly sized types). [*]3. Java has various Socket classes. They are essentially an object oriented version of a berkley-esque API, so will not be dissimilar to WinSock. Probably easier, if anything. [*]4. I have no specific suggestions, but I would say that if you're experienced in network programming then you probably don't need a book. There are lots of good examples on the internet that will get you up and running quickly. [/list] [/quote] Firstly, I never code anything in Java and compile it in linux. And I'm mostly comfortable with C++. Plus I heard java is quite unsuitable for resource hogging, low-level task that most server do. Correct me if I'm wrong [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] 1. I've written a simple platformer game using SDL and C++ and also a simple chat program, and port them to Linux (do they count as portable?) 2. The data would consist of header (id and size), and a stream of bytes following it. I'm mostly worried of endianness between platform/language 3. Hmm now that you've mentioned it, I've yet to see if it's supported in Android. I hope it is. 4. [img]http://www.nocturnar.com/forum/attachments/humor/56306d1348599090-memes-okay-okay_meme_tf2_version_by_jaymewes-d2y3ud5-2-.jpg[/img]
  14. Hi fellow developers, I hope you're all fine and well. Well I got a few question here. Basically I managed to start a simple chat application with movable avatars (like the sims multiplayer). I could code the server in C++, but the client app is meant to be installed on android mobile devices, thus I'd better code it in java. (I'm quite fluent in C++, but java is quite new to me, although my friend said the transition wouldn't be too painful. I've read several pages of a java book and the syntax is quite similar to C++) Now comes the complex part, which is communicating between the two languages. Here's several questions I got in my head: 1. What kind of issues that I should anticipate? 2. Aren't the sizes of datatypes in both language the same? what about the byteorder? 3. I use winsock in C++, I wonder if there's such equivalence in java. 4. I'm planning to buy a book that teaches networking in java apps. Do you have some good suggestions? (my current book is for beginner. It doesn't have networking sections in it [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img] ) well, that's all I have in mind. I hope you guys could shed some light here. I'm so eager to learn java [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] .
  15. Hi, I'm kinda confused now. I'm trying to make an island with a heightmap of size 1025*1025. It can't be possible without LOD in my PC (p4 2.26 GHZ, GF7300GT, 1GB ram). I've been hearing the geoclipmapping methot mentioned, but when I read the paper it said that it used VTF (vertex texture fetching). That's just inaffordable for me (I downloaded a simple demo consisting of a 128*128 grid with VTF and it just as slow as hell). So I don't think I will use that. Can you suggest any other good methods that use no VTF but still can achieve a huge framerate? (kinda sick when my PC is just too old ) basically I need a LOD scheme with these constraints: - no VTF - support at least 1025*1025 (2049*2049 is highly appreciated) - support terrain editing (my game would be a business simulation game) - quite simple currently I'm looking at an article presented by the maker of SoulRide[sup]tm[/sup], but I need as much reading as I could get, and I run out of keywords here, hehe