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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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About Shanee

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  1. Hey guys,   Not quite related to game development, though started in my nation's game development group :)   You are all invited to join the fun Fortune Cookie Day, a day where everyone should share a post or a tweet which would come out of a fortune cookie.   Info: https://www.facebook.com/events/536918039697249/   See you there! :)
  2. This was actually my first idea too, though I am a bit lost on how to do this for OpenGL, and sorry I wasn't clear, I meant OpenGL ES 2.0 for mobile. As I know it doesn't support registers - would you have any good example for it?
  3. Hello,   I have started implementing DirectX 11 at last and I have found myself at a puzzle.   Currently the engine supports OpenGL and DirectX 9.0c, which both have a very simple way of setting parameters on the shaders by asking for the name of the parameter for example DirectX9 has the ID3DXBaseEffect::GetParameterByName http://msdn.microsoft.com/en-us/library/windows/desktop/bb205696(v=vs.85).aspx Which you can use and then set the parameter. Similarly, OpenGL uses glGetAttribLocation which gets you the handle by the name of the variable and then we can set it.   In DirectX11 however, I have only found registers and buffers, or at least that's what I have found to be compatible both with Win32 and the Mobile/Windows Store version.   Anyone has any insight I may have been missing, or an advice on bridging the three?   Thanks! :)
  4. Thank you for the reply Responsiveness and feeling alive are very important goals I will be aiming for. I am trying to gather anything I can (ideas, experiences, good examples) until I feel I have an idea of the design which "nails" it. So I will keep an eye on this thread with hope for more replies to come up!
  5. Hey, I started working on a cross-platform mobile game and I have been looking for articles and anything at all on programming UI for touchscreens but failed to find anything relevant. Is there any good source on how to make touch UI feel good and intuitive for the user? How to do things right with say, handling scrolling, buttons etc. Thanks in advance
  6. I found this topic too but the sample isn't available anymore, anyone might still have it? [url="http://www.gamedev.net/topic/359319-c-overlay-sample/page__gopid__4864177#entry4864177"]http://www.gamedev.net/topic/359319-c-overlay-sample/page__gopid__4864177#entry4864177[/url]
  7. I know this is old, but does anyone still have the sample for this? The main link does not work anymore.
  8. [quote name='Adam_42' timestamp='1316598561' post='4864156'] Take a look at this old post: [url="http://www.gamedev.net/topic/359794-c-direct3d-hooking-sample/"]http://www.gamedev.n...hooking-sample/[/url] [/quote] Hello Adam and thank you for replying. I already found that topic but failed to get the sample to work on top of a random game I tried, therefore I couldn't progress. Would you have any suggestions?
  9. Hello, I need to create an interface overlay which launches different games and adds some visual ques over the game being run. The question is how can I render on top of a full screen game's window without interfering with the ongoing game (beyond the interference that might naturally occur due to visual interference)? Any solution be it DirectX, SDL or OpenGL (preferably in that order) will be most welcome. On that note I have found the SDL WINDOWID "hack" which did not work if I set SDL_OPENGL value in SDL_SetVideoMode. Otherwise I could get it to render but it flickered between my visual and the in game visual which was not my intention, my intention is to have it render on top of the game (usually small symbols or text in the middle or corners of the game). Thanks in advance!
  10. Are you setting the viewport correctly to match the new backbuffer?
  11. OpenGL

    Here you go, in render monkey settings, go to DirectX Settings and change the near view distance or near clip plane (or however it might be called there) to 0.1 instead of 1, then it will work. If you ever implement this in DirectX, just get a bigger sphere. The problem is that the sphere's radius is just about 1 or 0.5.
  12. OpenGL

    Yes, in the code we are using the sphere is supposed to follow the camera as our game doesn't support atmospheric exists at the moment. (it's also not a space game) I thought it was set to be at your starting position or to follow the camera in the project, I can't quite remember though, will ask him when he wakes up.
  13. OpenGL

    My boyfriend uploaded a render monkey with Sean's atmospheric scattering here: http://www.mirzaj.com/Downloads/HLSLDemo.rar Hope it can help you in any way.
  14. [quote name='Zoner' timestamp='1302219841' post='4795746'] It should be easier to get it all working with 3 component world space normals, then come up with the correct matrix to rotate those into viewspace, which would also allow you to eventually drop the Z component. [/quote] But we are using all 3 components here... The reason for view space is not to drop a component (although it is an option later on), it is because light calculations and Screen Space Ambient Occlusion are done in view space.
  15. [quote name='Treveon Maxwell' timestamp='1302211605' post='4795668'] It looks cool, but it seems your physics need a little fine tuning. [/quote] I will you what's happening there, the terrain physics object is precise, but just to get things done fast, we are using boxes to represent the boulders in the physics world This will be changed soon. Also, the velocities and forces were a bit exaggerated just for the fun of the demo