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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.

ms75214

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  1. Anyone know how to get the UDK for Mac?   I only see the PC version in the downloads section.   Thanks.  
  2. I know the Model–view–controller pattern is popular in general programming.   But what about in games?   Is it used in games much?   Anyone here ever used it?   Thanks.  
  3. The Nexus 7 currently has 4 cores.  Almost every processor sold now seems to have >1 core.     To take advantage of this, I think you need more than one thread.  In a game, what could the threads do?  Is there a way to take a single-threaded game and make it multi-threaded so it takes advantage of multiple cores?   I remember Intel had a hyper threaded contest, but I couldn't enter my game cause it only used one thread, I think.  
  4.   Do you really need to 'synchronism every frame'? I think 99.9% of the time things will look fine if you don't synchronize every frame.  
  5. What do you guys think?   Is it better to make a game with a physics loop as a separate thread or not?   If it is separate, you could have all kinds of multi-threading issues.  If it's not, you may be losing performance on a multi-core system.   Thanks.  
  6.     How does this look for a controller interface? public interface Controller {     float getX();     float getY();     // returns whether the x and y positions are delta or absolute positions     boolean isDelta(); } Thanks.  
  7. I have a spaceship, and I want to make it possible to control it using different mechanisms.  Like Keyboard, mouse, joystick.   I want to do something like this:   spaceship.setController(new KeyBoardController()).     Does anybody do things this way or am I on the wrong track?   Thanks.  
  8. If you have 100 objects on screen and want to see about collisions...   Do you just check all 100 objects with the 99 others? (thus doing 9900 collision checks)     Is there a better way?   Thanks.  
  9. I'm having trouble posting images on devimg.net.   Can someone else try that feature and see if it works?   Thanks.  
  10. how do you make a brick texture tileable
  11. Anyone know where I can get some good Wolfenstein3d-looking textures for my game?
  12. if you make a game in cocos2d, can you submit it to the mac app store?
  13. I'm thinking of buying this for my slot machine: http://www.shutterstock.com/pic-73574407/stock-vector-glossy-fruit-set.html You think it is worth $19?
  14. [quote name='Prinz Eugn' timestamp='1345329588' post='4970935'] Impossible to say without any context. Can you give us a screenshot of your slot machine and maybe show us where this would fit? [/quote] http://postimage.org/image/e6zddrb39/
  15. i'm making a slot machine, and i need a blinking bar on the winning line. please let me know which bar style looks best: http://postimage.org/image/mqg6jkucz/