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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.

q3805508

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  1. question 3 is solved,I should get FMOD::MusicPrompt pointer and call begin() and end() myself
  2. Recently I‘m using FMOD designer API to build my game audio system.I‘v never use sound before so I‘m very confused.please help me with these questions: 1.What is FMOD::MusicSystem used for? To play background music according to game play status?For example ,When the player walk into a battle field background music change from some lyrical music to drums sounds to tall player to prepare for fight.Am I think right? 2.What is "cue" "theme" in FMOD music system means? 3.In FMOD Designer application I can use Audition Console to trigger music cue to pay some music,the music segment (if has loop on) will loop until I stop the music (by push the button of the cue).but in my application when I use FMOD::musicSystm::promptCue to play the "cue" the music segment just play once!What is the right way to play those "cue"? Thanks for reading my post.
  3. [quote name='apatriarca' timestamp='1342950183' post='4961902'] You should maintain a copy of the mesh in memory for collision detection so that you do not have to lock the vertex buffer each frame. It is actually quite common to use different meshes for collision and rendering. The rendering mesh should be very detailed and also contains some visual only elements while the mesh used for collision is usually much simpler so that the collision detection calculation is faster. [/quote] Thank you very much It sounds like a good solution. (I can't find "reply" button so I clicked "report" button by mistake I hope it will not get you into trouble ,sorry for that)
  4. (I am not an English speaker,I hope you can understand my words) I am designing my Collision Detection System for my Engine and I got some problems. First I think it is OK to detect Object-Object collision by just test if their Bounding Volume(AABB in my engine) collide,but it is not enough for Ray-Object case.When I want some more accurate results I have to lock the vertex buffer and index buffer of the geometry and test all triangles against the ray in object space.I am been told that locking the buffer of rendering geometry is inefficent so I want to find some way to get more approximate results for ray-object collision but not to lock the buffer of the geometry.Maybe I should use tighter bounding volume like k-DOP and convex hull but I think It didn't work well when the geometry is very concave. I will be very grateful if you can give me some suggestions.
  5. Finally I solved this problem
  6. I am a student in China so please forgive my poor English. I have some problem with programming my Export plugin for 3Ds max. The plugin always crashed when I am calling IGameMesh->GetNumberOfVerts().I think that means I had some bad operations on heap memory,but I don't know how to find it.I used to use the Tool named Global Flags To find the memory problem for exe,but it did not work while I am debuging my plugin project( maybe I just did not config the tool correctly ).Dose any body can tell me how can I fix this problem,or just tell me how to debug the plugin correctly to find the location of bad memory operation. here is the screen shot of my configuration. [attachment=7669:None.jpg] And my enviropment is VS2010 with maxSDK2012 Thank you very much