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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. I recently learned OpenGL and tried programming my own collision algorithms but am having too much trouble trying to figure it out on my own. I could get 2D circular collision detection working easily but I had too much trouble programming an organized structure that included sweep testing. Are there any online college courses that would teach you how to write your own physics/collision algorithms for games/applications? -Thanks
  2. I would never do that. I always imagine getting infected by some computer virus if my mind was transferred into a computer.
  3. I'll check it out, thanks. By the way, would you know what kind of math prerequisites are needed for this book?
  4. Hey, I was wanting to buy a book to learn more about collision, but I'm not sure which one I should get. Any recommendations? I was looking at Computational Geometry: Algorithms and Applications but I wasn't sure if it would go over the things I needed. [url="http://www.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3642096816/ref=sr_1_1?ie=UTF8&qid=1327205434&sr=8-1"]http://www.amazon.co...27205434&sr=8-1[/url]
  5. Would [color=#1C2837][size=2]Programming Game AI by Example work with any object oriented programming language like Java?[/size][/color]
  6. I am creating a game with DirectX 9 and I was wondering if I should use .png or .dds for the texture format. I have a background texture that is 0.5 mb in .png format and about 8.5 mb in .dds format.
  7. [quote] Have you considered using ofstream and ifstream? I used to use iostream, but I have found reinterpret_cast<char *> of my data struct makes for really slick saving and loading of game data, I could post some code on how I do it if your interested. [/quote] That would be great
  8. I am creating a program that will load data from a .dat file to multiple vectors inside the program. But my question is, when I'm reading from a file, what would be the easiest way for me to skip lines or go to the previous line? I tried looking on Google but I couldn't get anything from there to work.
  9. Alright thanks for the help guys. I'll be able to try out the code later tonight and if it works I'll tell you.
  10. I created a program in Direct3D 9 that moves a cube across the screen. It works perfectly fine except when I lower the frame rate it moves much slower. Which makes perfect sense because it's moving 2 units per a frame. How could I make the cube move smoothly based on time? I tried using the timeGetTime(); function but it was still moving slower when the frame rate was slower. [code] if(LookRight == true) { // Movement timing // Moving is false by default if(Moving == false) { startTimeMovement = timeGetTime(); finishTimeMovement = startTimeMovement + 1; Moving = true; } currentTimeMovement = timeGetTime(); if(Moving == true) { if(currentTimeMovement > finishTimeMovement) { // Move xPos = xPos + 2.0f; // Set up for next movement Moving = false; } } } [/code]
  11. For anyone else who has this problem, you have to use this code before you render the scene // Alpha blending D3D9Dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // turn on the color blending D3D9Dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); // set source factor D3D9Dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // set dest factor D3D9Dev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); // set the operation
  12. Alright then, thanks for the help
  13. Ok I found a D3DXCreateTextureFromFileEx function but It will only change the 255 Red, 0 Green and 255 Blue to black. How do I make it a transparent color instead? D3DXCreateTextureFromFileEx(D3D9Dev, InactiveSprite, 512, 256, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 0, 255), NULL, NULL, &Inactive_Sprite);
  14. DirectX 9
  15. How would I make a certain color in my texture invisible? For example, if I wanted the color 255 Red 0 Green and 255 Blue to be invisible in my program, how would I do that?