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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 Lloydg

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  1. Hi,   I have released my game, Pipe Tap, on iOS and Android, Please check it out!   Pipe Tap is a casual puzzle game where the aim is to connect all of the pipes on each level. There are 3 different difficulties, easy, medium and hard, all with thousands of puzzles to complete.   Download at: www.PipeTapGame.com   [attachment=34837:Phone_Easy.png][attachment=34838:Phone_Hard.png][attachment=34839:Phone_Medium.png][attachment=34840:Phone_Menu.png]     All feedback welcome!   Thanks.
  2. ok, what was it? how did you solve it?
  3. I am having a problem, I want to Dynamically Create a ModelMesh at runtime rather then loading a file. [CODE] public static ModelMesh BuildMesh(String name) { MeshBuilder builder = MeshBuilder.StartMesh(name); // build the mesh MeshContent finishedMesh = builder.FinishMesh(); return finishedMesh as a ModelMesh? } [/CODE] But I don't know how to convert a MeshContent to a ModelMesh? Does anyone have an idea? Thanks
  4. Hey everyone, I have a few things I would like some advice on before I start this project. I want to build a voxel based terrain engine that can be dynamically altered. I have experimented with marching cubes before and made some meshes and such in OpenGL and C++ but only basic stuff. My aims for what I want to do is is have the terrain optimized (my old stuff would slow down real fast), The map / terrain data needs to small and at some point hopefully be able to be streamed to clients. The terrain needs to be able to altered by the user. I will be using XNA 4.0 Okay, So the first question is about storing the terrain data / volumetric data... I think I should be using chunks and or an Oct tree. Normally when I have implemented an Oct tree I have used it for collision and such.. But for the voxels I would be using it to save memory for example for large areas of the same id type like air. Would I use just chunks? or chunks that each are a Oct tree? With XNA how is the best way of dynamically creating the meshes for each chunk? Is a content pipeline the wrong way to go because it cant be used dynamically? MeshBuilder class cant be used dynamically from what I have read? How should I store the terrain data? With XNA? if i want to stream it later will should it be in a SQL database of some sort? Any help would be greatly appreciated! Thanks in advanced, Lloyd.
  5. I read in here that they just use "crack patching" to fill those gaps. So I guess that means they put a or some pollys in the cracks to fill them. Simple as that?
  6. w3schools is good :) (love this forum, any other forum that guy would have got trolled.)
  7. Did you lose the cd rom? or was it missing it when u got it? Because if it was missing it when u got it, u should be able to get a replacement from the store i would think.
  8. well if you question is about how to get events? U could do it 3 ways that i know of. With a library like SDL using SDL_event and polling for events Or u could use the WindowsAPI win a callback function with the windows message loop. Or u could manually make the events from just checking key states in an array. If u want any examples of any of these, just let me know.. maybe this is what u wanted?
  9. what about like this? input.bind("player_move_forward", KEY_W); if (input.keydown("player_move_forward"))player.move_forward(dt); dont know if this helps.. but this is just one way u could do it
  10. Well if your going to use windows api console u may as well just use the console window. But i would think u would need to make a text box, and entry field. And parse the entry, and bind functions to keywords. But if any one has some source code or tutorials i would like to see as well. as im also going to implement one. Just a question is it better to implement one from the beginning? or is it something u would add in at a later point? Thanks Lloyd.
  11. is that not a 3 dimensional array? [3][6][3] for your example
  12. You could have some sort of mail server running on the target machine, and when a email is sent to it, it parses it, and if correct, runs a program.
  13. I believe LIBs are slightly faster then DLLs
  14. Ok, thank you both. Sorry it was meant to be a vector<Object*>. Ok i had another thort, i am using SDL and it has a event system. could i post a message saying added this pointer to an object into the world? would the be smarter? or should i stick the the queue[s] way with mutex locking?. And SDL has the mutex stuff as part of its library? because i need something cross platform. Thanks.
  15. What i want to do is stream objects from a server into the world. What i was thinking was doing something like this. thread one is the Game's Main Loop: thread two is the Streaming thread: And how they interact is with a queue. For the queue i was thinking of a std::vector<Object> queue; So for the streaming thread, after it makes a new Object it would push it onto the queue. ( queue.push_back(newObject); ) And then in the thread one at the beginning of each frame it would do something like: for (int i = 0; i < queue.size(); i++) { world->addObject(queue.at(i)); queue.erase(queue.begin()+i); } My question is: is this all thread safe? is this a good way of doing it? if not what is a good way? Thanks heaps, Lloyd