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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 maheshbinny

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  1. Hi, I don't know where to post this question,as there is not specific session for VRML. I am writing a program for VRML importer, where I am using VRML 17.0.2 version API and OpenGL API. The importer is working fine, but, later I have found that it is not importing the geometry where VRML files coming up with a PROTO declarations. It is skipping all the nodes which is described under the PROTO. It's working fine with VRML 13 version API. Could somebody help on this? Thanks, Mahesh
  2. [quote name='codeToad' timestamp='1337644677' post='4942037'] It's been a while since I've played any Pong clones, but I had always thought that the angle at which the ball bounced was related to the angle at which the ball impacted the bat (as opposed to [i]where[/i] it impacted the bat). I've always assumed that pong obeyed the law of "angle of incidence = angle of reflection" ([url="http://www.physicsclassroom.com/class/refln/u13l1c.cfm"]http://www.physicscl...efln/u13l1c.cfm[/url]). But let's say you do want the sphere's direction to be based on which part of the bat it hit. When you detect the collision, you need to determine which part of the bat the ball hit. (i.e., a value from 0 - 100, where 0 is the bottom of the bat, and 100 is the top of the bat). Then take that value and multiply it by 180 degrees. This will give you the value of the ball's new direction (where 0 degrees is pointing toward the bottom of the screen, and 180 degrees is pointing toward the top of the screen). [/quote] Thanks for your reply You said multiply by 180 degrees how to do it? how it will change ball's direction? Mahesh
  3. [quote name='Ashaman73' timestamp='1337591553' post='4941869'] [quote name='maheshbinny' timestamp='1337582011' post='4941842'] I am facing a problem to change the ball (sphere) direction when it collides with bat (cube). [/quote] What problem ? Any screenshots or a piece of code to look at ? [/quote] For an Instance in Pong game, typically these following cases will occur CASE1 : If ball hits in the middle of the bat CASE2: If ball hits in top of the bat CASE3: If ball hits in bottom of the bat In the above 3 cases ball will move in three different directions. My question is how to achieve this? In my game, I have used cube as a bat and sphere as a ball. I can able to compute the collsiion between sphere with cube. Altering the sphere direction after it collides with cube in the above three cases, I am not able to get it Mahesh
  4. Hi, I am developing Pong game in DirectX9 API using C++ language. I am facing a problem to change the ball (sphere) direction when it collides with bat (cube). I am not getting a proper solution to this problem. Please help me in this Mahesh
  5. Hi, Is Adobe Air is a good option to develop games for Android and ios? Mahesh
  6. OpenGL

    [quote name='EngineCoder' timestamp='1336751030' post='4939322'] Here's my lookat() implementation: [CODE] void Matrix::makeLookAt( const Vec3& aEye, const Vec3& aCenter, const Vec3& aUp, float* aMatrix ) { assert( aMatrix ); Vec3 forward = aCenter - aEye; forward.normalize(); Vec3 right = forward.cross( aUp ); right.normalize(); const Vec3 up = right.cross( forward ); aMatrix[ 0 ] = right.x; aMatrix[ 4 ] = right.y; aMatrix[ 8 ] = right.z; aMatrix[ 12 ] = 0; aMatrix[ 1 ] = up.x; aMatrix[ 5 ] = up.y; aMatrix[ 9 ] = up.z; aMatrix[13 ] = 0; aMatrix[ 2 ] = -forward.x; aMatrix[ 6 ] = -forward.y; aMatrix[10 ] = -forward.z; aMatrix[14 ] = 0; aMatrix[ 3 ] = aMatrix[ 7 ] = aMatrix[ 11 ] = 0.0f; aMatrix[15 ] = 1.0f; float translate[ 16 ]; Matrix::identity( translate ); translate[ 12 ] = -aEye.x; translate[ 13 ] = -aEye.y; translate[ 14 ] = -aEye.z; multiply( translate, aMatrix, aMatrix ); } [/CODE] [/quote] Thank you very much
  7. Can somebody help me intilizarion of camera in OpenGL ES 2.0 I mean matrix calculation for Camera LookAt, Position and Up vector ? Mahesh
  8. Hi, I am running OpenGL ES 2.0 in Visual Studio 2008. Can somebody tell me how to intialize mouse events in OpenGL ES 2.0? Thanks, Mahesh
  9. Unity

    [quote name='SmashGames' timestamp='1326319725' post='4901776'] Hey I just finished my first game using the Unity3D engine, Backyard Zombies. It's now on the Android market check it out! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Has anyone used the Unity3D Game Engine? It's a really powerful tool to use especially if you're an indie developer and want to avoid all of that low level coding that game development requires. Unity3D comes with it's built in physics engine and a ton of other good stuff. Within a few hours you could have a bunch of game objects on the field with some scripts slapped on them and bam you've got a working prototype. If you've used Unity please share your experiences! What have you made? Are you currently developing anything? [/quote] Hi, could you tell me, where I can find tutorials for Android games development with Unity3D? Thanks
  10. What is the best tool/ game engine for developing android games? Is it a good option to develop android games to make money?
  11. I am planning to develop a 2D game for PC, I am little bit confused about game resolution. What is the best resolution for 2D games?
  12. [quote name='dean1012' timestamp='1324409874' post='4895825'] It would certainly be easier if you could elaborate just a little more. What platform do you want to code for? Is this for iOS? Android? Windows or Steam? Mac? Do you have any language preferences? If you are an expert in python, you may find a python engine way more valuable than an Objective-C engine. What kind of engine do you prefer? Some engines require you to write all the source code yourself using their SDK; others are entirely drag n drop while yet others are drag n drop but allow some form of scripting like Lua. Do you want the engine to be multi-platform? If so, what are your target platforms? These are all very important questions (and I may have even missed some). For example, if you wanted to develop apps for both iOS and Android and had no coding experience at all, I would recommend Corona as it allows you to do that relatively easily. [/quote] Target platform : PC (Windows) I am good at C++ programming, I am planning to develop a 2D game (like a [i]Mario). [/i]
  13. Which is the best game engine to develop 2D games? I was thinking Torque 2D would be good....... Suggestions please......
  14. Does Torque 2D is a good option to develop side scroll 2D game?
  15. [quote name='Olof Hedman' timestamp='1324031530' post='4894442'] [quote name='maheshbinny' timestamp='1324010800' post='4894390'] Could you please tell me, which is the best resource for android applications development for indie developers [/quote] developer.android.com ;) I also use stackoverflow.com a lot. and google to find blog posts. Not really sure what specific indie resources you are looking for... [/quote] Thanks, are you working for any company or you are a indie developer?