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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.


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  1. Thanks, Yes I have this library. I must say that in this game player find a meaningful word in table and then chars of selected cells must replace with new ones.
  2. Hi everyone, I have created a word game(in persian) that in this game player has a 6x6 table with random chars on each cells(this random chars are weighted ).In Farsi(?????) language we have a lots of meaningful 2 and 3 character words so with weighted random chars in table player can find lots of 2 and 3 char word but bigger word appear rarely in table.   The problem is that what method I must use to put bigger word in the table??   Thanks, excuse for bad English.
  3. Thanks Iwn, yes you are right, I've never seen that line.
  4. Thanks Iwm, "Getting Started with the Stream-Output Stage" uses geometry shader to get stream-output but I haven't  any Gs. I want to get stream-output just with having Vs.
  5. Hi, I have a very simple vertex and pixel shader that they work fine, as MSDN describes here we can get vertex data from render pipeline, I want to know how can I do that does any one knows??   Thanks.  
  6. Hi,take a look to this, it shows you different path finding methods with different heuristic methods, also the source code is here.   I'm using A* with chebyshev heuristic method, I think this is faster and cheaper than the others.
  7. Thanks a lot Scoy. It worked very fine now I have a smooth camera!!! And also I have no question to ask every thing was clear. Thank you again.
  8. Thanks haegarr for reply,   Really !? I love this camera,it's very smooth and nice, now i'm a little busy i'll check your method and tell you the response . Also i have some more question about this camera that i'll ask them.   Thanks.
  9.   It should move from current position to next mouse position with more right angle.     Thanks phil_t I will check it.
  10. Let me give you more detail, I have a strategic camera that look from a distance above of a terrain, by holding mouse button and moving the mouse camera can move toward x and z, because of discontinuity in reading mouse position the camera movement will be discontinuity.
  11. Thanks haegarr ,very nice but it is very theortical .