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      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.

OscarYang

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  1. This would be a great time to look into LWJGL (Light Weight Java Game Library) since it is a binding to OpenGL (Minecraft is using this!) it will provide relatively advanced graphics. There is nothing wrong using Swing as your backbone, and if it is, I suggest you look into "Killer Game Programmer in Java" which does a nice job of explaining game programming using Java with Swing. CXD
  2. [quote name='6510' timestamp='1338621893' post='4945510'] [quote name='Ameise' timestamp='1338573578' post='4945379'] Actually, Java using more memory [i]can[/i] very much be a problem depending on what you're doing. Mobile devices (Android's Dalvik comes to mind) or large industry systems may see this. I have a friend who works for one of the large database providers, and with so many virtual instances running, their Java implementation constantly drives down the available system memory. Even in normal game development, Java tends to simply [i]eat up[/i] memory, and depending on what you're doing, memory might be in short supply. I do a lot of procedural work, and end up using a lot of memory. I've hit the 4 GiB limit in the past with C++; Java would have been worse. [/quote] Java does not tend to eat up memory. Excessive memory usage has nothing to do with Java itself, it all depends on your very own coding style and that of used libraries. Please do not feed age-old myths. True is, that automated garbage collection can lead to mindless programming habits, but that usually has bad consequences in each and every language and environment. [/quote] Thank you
  3. If you are learning Python, you should check out PyQt, PyGame, and / or PyOpenGL which are GREAT AND AWESOME for your game development I'm currently working on a project that generates natural foot prints (including angels and timing) using PyOpenGL. Essentially it's OpenGL with Qt but in Python. CXD
  4. [quote name='Ameise' timestamp='1338573578' post='4945379'] [quote name='ChaoSXDemon' timestamp='1338521047' post='4945181'] [quote name='Reflexus' timestamp='1338510649' post='4945139'] I hope someone understands this: [url="http://www.jelovic.com/articles/why_java_is_slow.htm"]http://www.jelovic.c...ava_is_slow.htm[/url] Personally, (although I am most experienced with C++) I don't like C++ much. I agree strongly with dilyan_rusev. I don't think C, either, is all that shiny enough for the C++ designers to completely ignore people's problems with it, just so they can continue to be fanatic about C's legacy. I would say C++'s contributions aren't much either. There's a chance that if you limit yourself to utilizing C++'s capabilities, you can complete your project(s) much sooner. C++'s meta-language just sucks; I disagree that it improves any of the programmer's productivity. I tried "D", but I honestly didn't try very hard, because it makes some big mistakes that Java has also made. [/quote] That is a nice article and frankly, it's got a point. However, I would like to point out that who ever wrote this is still thinking in an older mind set. Garbage Collection (GC) was a hot topic back in its birth dates just like how multi-core programming and languages that supports multi-thread optimally is a hot topic today. People back then wasn't sure if GC can be implemented on software or it needs hardware acceleration. Eventually, software was all that it needs. The point of bring this is the word "NEED". If you know your software NEEDS that 0.1s of optimization by using cache, then use C/C++ and do those crazy things! So why don't we NEED that optimization today? The article mentioned that Java uses more memory. Is that a problem? NO...who isn't on a 64-bit machine that has more than 4096MB of RAM? Maybe people who DON'T CARE for that speed and some who just can't afford that cheap memory would still use an older system with less RAM. With that much RAM, we can AFFORD Java's heavier memory usage. Additionally, SSD are becoming more and more popular and page swapping on those isn't that bad. With that in mind, we should be focused on other things such as "Design Patterns", "Production Flow", "Prototyping" etc. Unless you are writing some low level CORE library, honestly, WHO CARES? CXD [/quote] Actually, Java using more memory [i]can[/i] very much be a problem depending on what you're doing. Mobile devices (Android's Dalvik comes to mind) or large industry systems may see this. I have a friend who works for one of the large database providers, and with so many virtual instances running, their Java implementation constantly drives down the available system memory. Even in normal game development, Java tends to simply [i]eat up[/i] memory, and depending on what you're doing, memory might be in short supply. I do a lot of procedural work, and end up using a lot of memory. I've hit the 4 GiB limit in the past with C++; Java would have been worse. Your point about caching seems... well, wrong. Most VM/JIT implementations tend to be relatively cache unfriendly, and that can and will significantly hamper performance. Java isn't appropriate for many games [i]because[/i] of its system-agnostic nature - the programmer can and often will write better abstraction code than a JIT will generate. ALSO, is there a REASON that you SEEM to enjoy PLACING EMPHASIS on things USING caps so OFTEN? [quote name='ChaoSXDemon'] Uhh... yes? lol you just can't directly manipulate them in other languages... but they ALL USE POINTERS [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Java doesn't have pointers, it has handles. They don't support manipulation, and do not necessarily [b]point[/b] to a memory address. They point to an arbitrary object. This is why Java doesn't call them pointers - because they don't behave exactly as such. Java is still pass-by-value (just like C), but they mask away much of the functionality. Not all languages even have these pseudo-pointers - some only have concepts equivalent to C++ references, which work via pass-by-reference. [/quote] Yeah for mobile device that's probably true And I didn't know that about Java pointers so thanks for the info CXD
  5. Has anyone seen the source code for printf() ?
  6. [quote name='apatriarca' timestamp='1338491072' post='4945064'] Before discussing about the best design possible, you should probably look more closely to your problem. What kind of effects do you want/need/plan to implement? What kind of operations on effects do you want/need/plan to support? You may for example be interested in knowing if an effect is positive or negative or what stats are changed by the effect. You may be interested if the effect should be applied once (e.g. add 2 points to dexterity) or every frame (or every n milliseconds). You may want to know if the effect is "invertible" (i.e. if the result of the effect should be removed when the effect is removed) or if it is permanent. You may want to know if the effect has a duration or if it is linked to some object. You should then decide what's data and what's code (e.g. the two effects "+2 dex for 2min" and "+5 int for 30s" may be implemented as two instances of the same effect). Finally, you should also probably try to understand how those effects will be used by your system. [/quote] Okay, I'll make a list of the things I want and try to come up with an OOP design such that it is easy to mix and extend the effects. Thanks!
  7. Maybe when FRAPS starts recording your frame rate drops? If you are using an Euler-Integrater your delta time could be too big which causes your derivatives to be off and therefore updates are more chaotic.
  8. [quote name='eugene2k' timestamp='1337977541' post='4943344'] [quote name='Alpha_ProgDes' timestamp='1337901594' post='4943051'] [quote name='saejox' timestamp='1337859676' post='4942865'] it has a little thing called "pointer" [/quote] So does every language in existence. [/quote] Uhh... no? [/quote] Uhh... yes? lol you just can't directly manipulate them in other languages... but they ALL USE POINTERS
  9. On top of my head I'm guessing it is because you are using TimerTask() class. I THINK (if I remembered correctly) if you don't have enough time that frame, TimerTask will NOT call it's run() method which means it won't "paint()" or "update()" or w/e method you stick inside TimerTask(). I suggest use a timer yourself by simply using "System.nanoTime()". This method returns a long that counts in nano seconds. So you should basically do this: [CODE] //...stuff from before public void run(){ startTime = System.nanoTime(); update(); render(); endTime = System.nanoTime(); long timediff = endTime - startTime; //Find out the difference. This is in nano seconds startTime = endTime; //So the next time, calculation can be done correctly sleepTime = (period - timeDiff); //Period is how often you render/update your frame. 60 fps period = (1000.0/60) * 1000000L // this is ms this is ms->ns try{ Thread.sleep(sleepTime); }catch(InterrruptedException ex){} } [/CODE]
  10. Thanks for the reply! I did try that but I had problem doing things that remove effects right away. Do you use an Abstract class that automatically apply the effect and have all "Entity" implement "Effectable" ? CXD [quote name='lthannyl' timestamp='1338421855' post='4944825'] off the top of my head, i would create a class called Effect with an abstract method called perform() then make other classes that define each particular effect, for example, you could create a strengthBuff class or whatever and implement the perform method to give it whatever logic you want. perform could also take parameters if needed, like perform(Actor actor) etc. I did something like this for my Pokemon clone game, each move (like ember for example) not only deals damage to the other pokemon, but it also has a chance of contaminating the other pokemon with a lingering effect (in case of ember, it was damage over time) so each move had an effect attached to it, and i simply implemented the perform method for each individual move, (sand attack lowers accuracy, etc) [/quote]
  11. Hey guys, I just made a new channel dedicated to Computer Science. I am starting with Java since it is nice and clean. I will be including other languages and things like OpenGL and/or DirectX so stay tuned. Thanks Channel: [url="http://www.youtube.com/user/DeepComputerInsights"]http://www.youtube.com/user/DeepComputerInsights[/url]
  12. I have been thinking this for a while and I'm not sure if there is already a solution out there. I did not find anything from Google. What I am wondering is how can I create a system that is easy to use for RPG games that uses stats for characters. It is not simply "Str", "Dex" and use some number to scale "attack" or "attack speed", but instead, a system that would nicely integrate effects into the game that is EASILY EXTENDABLE. Effects are things such as "decrease 10 hp per frame" or "increase 1.5 mana per frame". I'm thinking that each Entity in the game would keep at least two list of effects. Each effect maybe once time applied or per frame applied. During each frame, we simply loop through these lists and apply each effect. We remove the ones that are applied once and keep the ones that are applied over time. Anyone got any good polymorphic object oriented design? Thanks, CXD
  13. HAPPY NEW YEAR everyone
  14. The main reason C/C++ is the standard is because many early graphics libraries are in C. (I know there are earlier ones but for modern games' concern, it's C). C++ is an extension to C and therefore natural to adapt to from C. Additionally, C++ is more efficient because it is closer to hardware due to its connection to C. Having said that, this does not mean Java is not efficient. Java have changed over the years and have become more and more efficient. However I think it is fair to say that C++ allows EASIER optimization and GREATER control over your code than Java. This is what I mean by "more efficient". With C++/C, you can literally fine tune your code to fit cache sizes; you may directly code assembly and force compilers to use your code instead of generate something that is potentially not optimized; finally Java makes everything into an Object which "forces" you to make MANY function calls... this mean that there will be a lot of stacks been made which lead to less efficiency when C++ is also OOP but less function calls (depends on developer). Having said that, C++ also come with great price.... SO MANY BUGS! SO EASY TO MAKE BUGS because it is too powerful. So Java is a good place to start and develop games for mobile and perhaps PC, but ultimately if you want optimization, it's C/C++ CXD