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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. What does it mean when a lib file is in an "unrecognised or unsupported binary format"? I'm trying to create a lib file and for my little engine for my project and this error is halting it back. Plus how easy is it to create a DLL in GCC, then link the DLL via a static library? Any good tutorial/documentation on that would be appreciated if I can't get visual studio to work. (Plus I'm having issues with the RC, processional edition for students which isn't supporting c++ projects at all.) Additional notes: I'm learning from the "3D Game Engine Programming" book by Stephan Zerbst, his examples are prior 2005 thus Dx9 or lower. I think it might be an issue but to say that a lib file is unsupported seems strange when its being generated by VS2010 it self. I up converted the project and sorted various dependencies aside from the current odd phenomena which I can't understand.
  2. I've tried to run this bit of code and it doesn't work, I had added the directory where my dll was, but it still doesn't recognises it. What am I doing wrong? What am I doing wrong with my dll linking in visual studio 2010 (full edition). [CODE]//This is windows #define WINDOWS #include <iostream> #ifdef WINDOWS #include <windows.h> #endif //Dynamic link libraries #ifdef WINDOWS typedef int (__cdecl *MYPROC)(LPWSTR); #endif int main( void ) { //Dynamic link libraries #ifdef WINDOWS HINSTANCE hinstLib; MYPROC ProcAdd; BOOL fFreeResult, fRunTimeLinkSuccess = FALSE; // Get a handle to the DLL module. hinstLib = LoadLibrary(TEXT("BlessfuncDLL.dll")); // If the handle is valid, try to get the function address. if (hinstLib != NULL) { ProcAdd = (MYPROC) GetProcAddress(hinstLib, "BlessfuncDLL"); // If the function address is valid, call the function. if (NULL != ProcAdd) { fRunTimeLinkSuccess = TRUE; (ProcAdd) (L"Message sent to the DLL function\n"); } } ////////////////////////////////////////////////////////////////////// //Using code from DLL using namespace std; double a = 7.4; int b = 99; cout << "a + b = " << MathFuncs::MyMathFuncs::Add(a, b) << endl; cout << "a - b = " << MathFuncs::MyMathFuncs::Subtract(a, b) << endl; cout << "a * b = " << MathFuncs::MyMathFuncs::Multiply(a, b) << endl; cout << "a / b = " << MathFuncs::MyMathFuncs::Divide(a, b) << endl; ////////////////////////////////////////////////////////////////////// // Free the DLL module. fFreeResult = FreeLibrary(hinstLib); // If unable to call the DLL function, use an alternative. if (! fRunTimeLinkSuccess) printf("Message printed from executable\n"); #endif while(1){} return 0; } [/CODE] [quote] 1>------ Build started: Project: King_DLLL, Configuration: Debug Win32 ------ 1>Build started 20/06/2012 22:57:31. 1>InitializeBuildStatus: 1> Creating "Debug\King_DLLL.unsuccessfulbuild" because "AlwaysCreate" was specified. 1>ClCompile: 1> main.cpp 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(48): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(48): error C3861: 'Add': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(50): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(50): error C3861: 'Subtract': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(52): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(52): error C3861: 'Multiply': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(54): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(54): error C3861: 'Divide': identifier not found 1> 1>Build FAILED. 1> 1>Time Elapsed 00:00:01.76 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ===[/sub]======= [/quote]
  3. [quote name='IADaveMark' timestamp='1337086862' post='4940385'] I'm not sure why you would need a book or paper to analyze the fact that you can't easily tweak a "learned" algorithm without going back and retraining it. There are no well-labeled knobs to turn, no branch points to edit, no triggers to massage... it's a black box. You have to hope for the best. [/quote] Its an academic thing, the marking scheme's tick boxes must be filled, else the lecturers give a lower mark.
  4. [quote name='IADaveMark' timestamp='1335886067' post='4936445'] There are actually [i]lot of [/i]reasons why bots in shooters don't play like humans... but that is done for design reasons rather than technical ones. Additionally, using a GA or NN isn't going to get you better results... but rather more vanilla ones. The thing that makes human play more interesting is the unpredictability. All of that unpredictability gets washed out in a derived solution such as a GA or NN. What you have in the end is simply a single algorithm no different that some sort of rule-based system like a behavior tree, expert system, utility-based system, planner, etc. The only difference was how you arrived at that single solution. (And the major weakness being that you might not be able to meaningfully tweak it later since you might not really know what any of the results "mean".) Really, all you are doing is "hoping for the best". [/quote] IADaveMark have got any research papers or books you written on the whole arguement of "rule based" vs NN/GA. It has just made my research proposal more interesting since I nolonger have to assume that GA or NN are the magic solution for everything.
  5. [quote name='IADaveMark' timestamp='1335790562' post='4936066'] [url="http://lmgtfy.com/?q=RtNEAT"]Here...[/url] About as much as I can help. My question to you, however, is... what benefit do you see in using a GA in game? [/quote] Preventing further repetition since it has started to make the shooters particularly boring for me. I've learnt how to play against most shooter AI and it iritates me now. I've been wondering why AI characters aren't able to learnt like somebody you get to play online. Its just started to irritate me.
  6. Real time Neuroevolution of augmenting topologies (RtNEAT) Where can I find a simple example of RtNEAT algorithms being applied? Additional Information: I'm interested in researching real time genetic algorithms and RtNeat has seemed to be the best one out there (at least the most promising) since its has been applied to a real game. Anyways so far, I've been doing some research merely looking at research papers, which has been all and good but understanding exactly how the algorithm is applied has proved to be a challenge. Once I practically understand it, looking at its advantages and disadvantages, I was going to create to create a version of my own and then use it for my dissertation. Anyway from my final year research I wanted to find out why it had been so difficult/slow to get real time genetic algorithms working in games.
  7. After being introduced to nero I've began to wonder on about research into the field and so far I'm just wondering whether there is any other notable example. Are they available? What are the best prominent ones that any of you guys know off?
  8. How is genetic programming being applied in modern games? I feel its need for bots, because they are just so damn stupid and having being an avid shooter fan, I have now lost faith through being desensitised by the same type of AI carried over from the last generation (the bots don't appear to be smarter). Which games are currently implementing this if anyway? (I feel like this is the graphics craze generation and it hopefully must be the last since it has ruined games for me). Anyway I'm currently looking into researching genetic algorithms for my final year project at uni, so any general advice in this area? (This is largely related to cybernetic(systems with react to difference within an environment), which had in another post here)
  9. Thanks so much, you've made it crystall clear. Additionally, what is the best literature on cybernetics and which one of Will Wright early games have the simplied implementation of the it (my research project will keep everything simplified I'm touching on A.I. learning in it too).
  10. hi How is Cybernetics applied to games and What does it exatly mean to it? I've been told that its to do with behaviours, by my lecture (I'm on a Games Programming Degree). And so far thats the side of research that he's advised me to look at as I plan for my dissertation, since it is related to researching A.I., that behaves rationally and dynamically (within the the framework of finite parameters of control). Any guide towards knowledge in this sector? So far it seems like a sea of information I've happened to be lost in.
  11. hi I'm planning Artificial Intelligence research for my final year which mainly ask why it has been so difficult to get AI that behaves *rationally*,more like unpredictably and dynamically. As opposed to the pattern behaviour that can be learnt as players player over a certain period of time. And moreso, and related to the first question, why it has been difficult for the AI learning systems to behave humanly has opposed to the wierdness (dicovered over playing for a period of time again). Why has it been so hard to get really good AI? Plus what good academic literature is there in this department.
  12. I've got a problem with my model loader which doesn't render my meshes properly and I don't think the fault lies with my obj converter since I pretty much made sure that it works. //Below (1st down) is a screen shot of the model being loaded in a correct program http://dl.dropbox.com/u/42518274/directx%20teapot.jpg //And second is mine (it just doesn't display the teaport properly): http://dl.dropbox.com/u/42518274/directx%20teapot%20error%20my%20version.jpg //my obj converter on console (I think this works fairly properly) http://dl.dropbox.com/u/42518274/WEEK%208%20Extracting%20OBJ%20coordinates.rar //And finally things fall apart a bit here (model isn't displayed properly) //Could there be something wrong with my "renderzuma class" or "the shaderclass" or could it be the obj file format converter http://dl.dropbox.com/u/42518274/Mesh.rar But any ways here it is:
  13. hi After initializing a vertex buffer (lets say one of the 16 available), how would you give the next mesh the ability to use that same buffer? Would it be just a case of changing the vertices you would have attached (I was thinking this would be it)? But if its the scenario were a class had been made with the vertex buffer initialization function, would I been in trouble when I load multiple instances? would that likely mean that the same initialization would be overloaded and could possibly cause issues with rendering??? I'm just curious over this since I have been trying to learn from a tutorial which has that architecture and when I've been hearing from uni-mates that they've been having an issue displaying multiple objects, it left me worried that the same error could eventually happen to me. Is it safe to embed a vertex buffer initialization in a class for meshes whose instances may be created and needed multiple times? Would this case require only one initialization of a vertex buffer.
  14. [quote name='FLeBlanc' timestamp='1320854708' post='4882162'] Handedness is not an attribute of the .OBJ file format, it is purely a function of the exporter and importer. An .OBJ file only handles data. I'm only familiar with the Blender exporter for .OBJ, but it allows you to specify the axes upon export, converting from Blender's coordinate system to the coordinate system specified by your choice of Forward and Up axes. So I'd imagine that if the free and open source software does it, then the commercial one probably does as well. [/quote] thanks