• 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

270 Neutral

About SoulSharer

  • Rank

Personal Information

  • Location
    Russia, Moscow
  1. Not sure about this one. As far as I see, you could try registering it as a value type and use handles when needed? (But not as a POD, because it's not.)   According to http://www.angelcode.com/angelscript/sdk/docs/manual/doc_script_handle.html You can take a handle with "@", so: object obj; object@ obj_h = @obj; -5 means that it has invalid arguments asINVALID_ARG = -5, it must be that you can't register like that   But I'm no way a guru in this thing, so don't follow my thoughts directly.
  2. Hello :), I guess you could benefit from reading http://www.angelcode.com/angelscript/sdk/docs/manual/doc_reg_basicref.html So if you want to create an instance in script you will need to register a factory function (it could be as easy as new Class()). You might also missing reference counter, unless you want to handle all this yourself.   As far as language goes, there is no * or -> in there. So its a dot operator for everything. But you should really read some docs, it will benefit you in a long run.   http://www.angelcode.com/angelscript/sdk/docs/manual/index.html
  3.   Thanks again, as a suggestion I would add set property methods, so it will be more clear and maybe a little less error prone? But anyway great stuff. :)
  4. Problem #1 - Solution   I've got the answer on the first problem, thanks to Andreas, so I will post it here in case someone will face the same thing.     Now it makes perfect sense. Still not sure about problem #2 though. If I solved it right or is there another way which I didn't notice?
  5. Problem #2 - continuation   Object declarations are now added to the script source code before the compilation. And to initialize a variable I found out that I can get a pointer to a variable and it seems to work, but hell, it looks like a hack that asks for trouble, is it intended use? int index = mod->GetGlobalVarIndexByName("topCloth"); GraphicsObject** adr = ((GraphicsObject**)mod->GetAddressOfGlobalVar(index)); *adr = (GraphicsObject*)(topClothObject);
  6. Oops, I'm sorry, it is in fact version 2.26.3 and I cant change the name of the topic. Fixed, need to open full editor to change the name of the topic.
  7. Hello friends, I'm working on a game that requires intensive scripting (adventure game) and I experience some difficulties dealing with global properties. It would be great if someone could help a fellow indie developer. Thanks.   Problem #1 (Solved - see below)   The problem is that in the example provided here: documentation link, we see that: // Variables that should be accessible through the script. CObject *g_object = 0; // A function to register the global properties. void RegisterProperties(asIScriptEngine *engine) { // Register variable where the script can store a handle to a CObject type. // Assumes that the CObject type has been registered with the engine already as a reference type. r = engine->RegisterGlobalProperty("CObject @g_object", &g_object); assert( r >= 0 ); } However it doesn't seem to work for me . I do it like this: int r = 0; GraphicsObject* go = ((GraphicsObject*)GetEntity("mooseCloth")); r = engine->RegisterGlobalProperty("GraphicsObject @mooseCloth", &go); SE_ASSERT( r >= 0 ); go = ((GraphicsObject*)GetEntity("topCloth")); r = engine->RegisterGlobalProperty("GraphicsObject @topCloth", &go); SE_ASSERT( r >= 0 ); go = ((GraphicsObject*)GetEntity("mooseHead")); r = engine->RegisterGlobalProperty("GraphicsObject @mooseHead", &go); SE_ASSERT( r >= 0 ); Everything compiles without errors, but when I access this objects from script all of them point to the latest declaration "mooseHead". So for example if I go topCloth.DoStuff(); instead of accessing topCloth it interferes with mooseHead.  What am I doing wrong here?   One thing though, getting rid of this "@" for script variable declaration and "&" for passing the pointer to the object seems to solve that problem. But I'm not sure if it is a good way to go and if there any pitfall involved?     Problem #2 (Solved, see Andreas answer)   I want to declare a variable in a scope of module, so that when the game scene gets destroyed all the global variables are destroyed with it. However I didn't find a way to do that. There is a thing  CompileGlobalVar() but it doesn't allow me to pass the pointer to an object and there is no other function to do so (as far as I see), so I'm confused at that point.  There is no ability to destroy/unregister a global variable in the asIScriptEngine as well.   Thanks. Yaroslav.
  8. Trying to make my skeletal animation to work I came into the state of confusion and misunderstanding. I know that this topic is not new and there are plenty of those everywhere, yet they don't answer some of my questions or sometimes they bring even more confusion. I'm sorry about starting a new though, I hope you understand. I'm working on CPU skinning and using Direct3D10 with C++ I know how skinning works, you create a mesh in 3ds max (for example) then u create bones hierarchy and assign vertices to the bones with weight (which contains influence value). Vertex may have more than one weight. Knowing that I export skeletal hierarchy with custom plugin from 3ds max, then I export vertices with associated weight, however I'm not sure how to export bone's (joint's) orientation (quaternion) and translation (vector3) and how to use them in the game. (then I might need a scale as well I guess) All I know is that I should export bones with local space tranformation and then in the game I must multiply them by parent bones with influence (from weight) to get a World tranformation for the bone. Then I use this world tranformation to move vertices. But some resources say I must also export bind pose and somehow multiply my bones tranformation by inverse transformation of this bind pose. So this is what makes me confused, what should I do? 1. What do I need to export from 3ds max in order to get my skeletal animation working? 2. Do I need to export local tranformations of each bone? 3. Do I need to export bind pose? And if so, how would I use it? 4. How would I calculate world matricies of the bones? (in order to use them on my verticies) So if you could help I would really appreciate that. Thanks!
  9. Hello there, I wonder if someone could help with this subject. I want to create a model in 3Ds Max and a collision mesh (made of primitives, ie boxes and spheres) that will accompany it. And then export it so that PhysX will use collision mesh to create an actor. How would I decompose and make this PhysX Actor from a primitives? Thanks in advance! I want to replace PxConvexMesh/PxTriangleMesh with this primitives, so it will increase overall performance of PhysX. This video shows what I'm looking for: http://www.youtube.com/watch?v=rdcGe9PPyao
  10. Thanks for the help guys. I have very last question do I need to make a class that will be filled from WM_INPUT event (each time it's called)? Or do I need to get input in game loop itself somehow (maybe with some function) and feed it into input class I'll make? And won't feeding from WM_INPUT make a glitch in the whole input system? I mean maybe there are delays between event calls. [quote name='ApochPiQ' timestamp='1332129300' post='4923190'] [url="http://www.gamedev.net/blog/355/entry-2250186-designing-a-robust-input-handling-system-for-games/"]Required reading[/url]. [/quote] Good article, its very useful, yet you are using WM_KEYUP / WM_KEYDOWN in the source code. =(
  11. Hello there. I'm currently trying to figure out how to properly use Raw Input and I'm just a bit confused. Well, previously I worked with DirectInput, but its deprecated and Microsoft advises not to use this one for mouse and keyboard. So thats why I'm switching to Raw Input. [i]I want to implement the same approach used in [/i][b]XNA[/b] [code] KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Q)) { //do something on keydown } MouseState mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { //do something on left mouse button pressed //you can get coordinates of the mouse as mouseState.X and mouseState.Y } [/code]Is there any way to implement the same concept with [b]Raw Input[/b]? And how would I implement that? Link, search suggestion or a book name will be more than enough. I appreciate your help. Thanks!
  12. -
  13. -