• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

142 Neutral

About Ussyless

  • Rank
  1. So i've created a functional example that i can play with, and monitor results, see what happens by giving it certain variables (before i was using a platformer type system i had made, and it was hard to see exactly what conditions were causing glitchy collisions)   anyway, as you can see in this picture, it seems to be working for now,i think i'll have to put it back into a platformer example so i can experiment with it   edit: also, the green line is the movement vector  
  2. Greetings, yeah, i just tried basing it off of the speed (overlap / speed), so for example, if the y overlap is 3, and the yspeed is -5 (abs 5), and the x overlap is 1, and x speed is 1, it will do if (3/5 < 1/1 handle that axis first), this is showing some interesting glitches when jumping while moving fast into a roof though, i'll try to isolate the cause, i have a feeling that i could combine both approaches somehow to fix that, not sure yet
  3. greetings, i've drawn a diagram to explain my problem   so basically, my problem is, when jumping up into, or dropping onto a corner, in some situations, it will overlap too much in the Y axis, so it will be handled by the X axis, my system basically compares which one is overlapping the least, then takes action based on that   i'm wondering if anyone has any suggestions to stop this happening, perhaps somehow bias it towards parallel surfaces, or based on the speed of the  object   multisampling could work somewhat, but i was hoping for a more refined solution that won't use so much power   any ideas?
  4. Greetings, i'm just wondering, what's the best way to set up heightmaps? should i have a big grid vbo and transform it somehow(not sure how to do that), have  one instance of a plane VBO for each grid or simply build all the terrain once into a single VBO and perhaps rebuild it if i ever need to   anyways, anyways, i'd appreciate any suggestions, i'm still relatively new to using VBOs
  5. l spiros post "As long as you have a portfolio (which you claim to have),"   as for side projects, surely if i'm a software engineer, i can develop games in my free time? they arent exactly the same industry?
  6. i'm basically smack bang between newcastle and sydney, approx >2 hours travel from Sydney and about 2 from Newcastle, i have been looking around casually since the start of the year for study , so far i've basically found bachelor of software engineering , and very expensive specialised courses at specialised education providers   as for my view of the games industry, well i'm not sure, it possibly is skewed, the way i see it (in AU at least) is- well, as far as i know, there isnt a huge game development industry here,, there's only a handful of large developers, and a few more indie developers (who i doubt hire alot), as well as rare job opportunities, and many applicants   however, i imagine software engineering would be a much more open field, meaning i could actually get a job, to support myself, aswell as gain some skills needed for the game industry- my main interest would be technical/mathematical, engine design, architecture sort of stuff, which i imagine would fold into software engineering quite well     but yeah, as i said, my ideal would be to have an income, and work on my own projects in the free time   getting a job at a game studio would be great, i just don't think it's very doable, especially within AU, ideally, i would work in an independent setting     as for portfolio-- when did i say i had a portfolio? my experience largely consists of, well, prettymuch research projects, such as researching multi-player networking, implementing the system in demo programs to refine knowledge, developing game engines, and learning how that is done, more demo programs on more subjects- math, graphics, collision detection, physics etcetera- and i don't think i kept many of them as i was constantly making new demos/examples
  7. i just want to clear this up, i have been programming, mainly games, and small things since i was about 12 or 13, i'm now 21, my passion does lie with game development, but also with just any programming and mathematics in general, if i can hold a good job with something i'm moderately interested in and pay the bills and work on my passion in my free time, then i'm totally gravy   like i said, my passion lies with game development, however i don't believe it's very realistic to just try to break straight into the industry without much more experience and work on paper   but yeah, as long as i can work in one of my subjects (math, programming, game dev) and have free time for my own projects, that's great   my ideal way of "Breaking into the industry" would be to release my own game, small or large, and continue to work on it,and hopefully gain some income/fans from it too (though i'd still do it if that didn't happen)
  8. Greetings all, i was hoping on some opinions/advice on my current plans   right now i'm going to start studying at uni, so next year i can start a higher level course at university   my plans were to, this year do two subjects of my choice in order to improve my UAC/ATAR (not sure if that's just an aus thing) and chosing subjects maths and physics   Next year, with my course finished, i will hope to start a bachelors or something, i was thinking a bachelor in software engineering   after i get my bachelors, i will look for whatever work i can get (game, or software work) using my degree, as i've heard there's a demand for qualified software engineers   in my free time i'd like to work on small game projects of my own throughout the whole thing, then perhaps one day become self sufficient, or use work history/qualifications/personal projects to break into the games industry    my main interest would be small/unique games i could sell by myself to supplement my income, or replace it   anyways, any opinions/advice?
  9. If you're using a game engine, it doesn't matter so much, They will have all the 3d math functions already made, collisions, maybe physics, etcetera 
  10. UV mapping shouldnt be a problem, it will most likely be flat colors for terrain with shading, atleast for now   anyway, i'll try something over the next couple days and hopefully post results back
  11. possible problem with offsetting along x/y would be, being a strategy project, unit/building placement would also be confined to the grid, aswell as collisions, and movements, would look warped if units walked over height map area with points moved along x/y plane
  12. Greetings, i'm working on a small project, and i want to be able to create a heightmap with cliff faces   rather than trying to explain it, i've made a diagram     so basically, edges of the heightmap could de-sow from each other and go up into a cliff, or down into a canyon, maintaining a hard edge   diagonal edges are not important     i had some ideas of my own suck as   each tile contains 4 points of data, rather than one per grid point, this method isn't ideal as it would be difficult to tell what is sewn to what, and be able to edit map/create movement on the map effectively, aswell as using 4 times the memory each grid point would instead contain say 3 or 4 possible heights, i could de-anchor the terrain from one point, and anchor it to a new point which i could move up or down to edit (or have a dynamic amount of heights stored in each point, changing for the situation)     anyway, i was wondering if anyone had any better ideas for my problem?   the project will be a stratergy game, buildings, units etc, so collision mesh type things aren't realistic
  13. i think alot of people use freeglut, from what i understand, glut support was cut  a while ago and doesnt support modern features, while freeglut has all the features of glut, and is still updated.   i'm not sure what this means feature-wise ( i did when i switched from glut to freeglut )   i don't have any experience with SDL, though i much prefer glut/freeglut over allegro, though i think allegro has more stuff for game making pre-made, like image loading/drawing and sound loading/drawing, not too sure though.
  14. i have tried calling it both before and after the context exists, though currently it's being called before, wasn't sure when it needed to be initialised since it's included before and DevIL is initialised before also   anyway, currently if i run        GLenum errr= glewInit();         GLenum x;     x=GLEW_OK;     glutInit(&argc,argv); glewinit returns a 1, and GLEW_OK returns a 0 so i assume they are different enums   ah there we go, after moving it to after the context, it works fine, both enums return 0, so it's GLEW_OK, and glgenbuffers no longer send a access violation   i feel stupid now, i swear i did try this, but thanks for asking the right questions     perhaps a small side-question ( perhaps not ), are there any standard libraries/functions i can use to pop up a window in case of for example, a error or a specific scenario easily? (ideally something along the lines of windows::showSplashScreen() or showSplashScreen("An error!") or something like that, doesnt even need text or anything, just some external indicator that something has happened without breakpoints.)   edit: messagebox :P   thanks
  15. yeah, i have run glewinit, i'll check that other stuff in a sec and see how it is