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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. Could be that I have a bug if a linear curve works enough for you. I don't know I just find it that it feels a bit off when I am moving around and rotating the camera. I find the speed to be a bit off and the rotation to be a bit "laggy". It isn't lagging it just feel like it. Also do you reset the mouse position to the center again? Looking at it now I might know what. The input state expects the rotation vector to be between -1 and 1 so the vector is clamped to that range. The Mouse position is in pixels right, so in order to get any kind of movement I have to move by at least one pixel. With the sensitivity I have in the example I only need to move 2 pixels in order to rotate at "full speed". Here's a revised version:state.cameraRotation.X = (((float)mouse.X - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Width / 2); state.cameraRotation.Y = (((float)mouse.Y - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Height / 2); Increased the sensitivity to 20 and also doubled the actual rotation speed. Now it's starting to feel right, still not there but getting there. Thanks, I think I only needed someone else to tell me that they used a linear curve as well. I was going off waaaaay in the wrong direction. Thanks again Rorakin :)
  2. Fyllde precis på Nix skål.... den e snart tom.... Jädrans bajsmaskin :P
  3. Goldfish live i London på den 21de Februari..... Me getting interested.... Too bad it's on a thursday :(
  4. Hi! I'm currently in the process of tweaking our camera rotation for PC with the mouse. But I'm kind of stuck on getting a nice speed and acceleration to it that feels natural for the mouse. Got it pretty much nailed down the gamepad, a linear curve works pretty well for the camera rotation on the gamepad. My question is if anybody fiddled around with this before that could help me out and might help me speed up my tweaking process. We have an ad-hoc solution so you can attach an input controller whenever so we can support both keyboard/mouse and gamepad during a game and these can be used interchangeably. To give you a feel of how the rotation is done right now I'll provide a snippet of code: namespace Input { class MouseController : InputController { MouseState myLastState; const float MouseSensetivity = 0.5f; public MouseController() { myLastState = Mouse.GetState(); } public InputState GetState() { MouseState mouse = Mouse.GetState(); InputState state = new InputState(); state.cameraRotation.X = ((float)mouse.X - myLastState.X) * MouseSensetivity; state.cameraRotation.Y = ((float)mouse.Y - myLastState.Y) * MouseSensetivity; /* ...A lot of more input code... */ /* ...Not concerning rotation... */ Vector2 screenCenterPosition = new Vector2(Core.Instance.myDefaultViewPort.Width / 2, Core.Instance.myDefaultViewPort.Height / 2); if (Root.Instance.myGFXManager.IsFullScreen == false) { screenCenterPosition.X = Root.Instance.myWindow.ClientBounds.Center.X; screenCenterPosition.Y = Root.Instance.myWindow.ClientBounds.Center.Y; } Mouse.SetPosition((int)screenCenterPosition.X, (int)screenCenterPosition.Y); myLastState = Mouse.GetState(); return state; } } }I've tried a lot of several modifications to the state.cameraRotation vector but haven't really found anything that feels nice. or even work at all. Thanks on before hand!
  5. Äntligen på väg hem!
  6. Our engine uses one of the methods that are proposed on this website: http://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/ The link here though gives you directly to the one you seem to be trying to achieve. The difference between GLSL and HLSL is pretty small so hopefully there shouldn't be any problems. But if you do get problems or you find what he has written hard to understand I'll help you out. Though give that link a try first
  7. Well a vector in C++ is a dynamic array in the standard library. I hope you got your fundamentals in programming. I don't think there really are any examples that will show you how to use specific case. The best thing I can redirect you to is basic programming tutorials. Anyway I can at least give it a try to explain Like I said a vector is an array that dynamically expands depending on the need. Let's say we have 5 elements in it and it's size is 5 as well. If we add another object the vector will resize to fit your need. Why you would want a vector to control and render the sprites is because in most cases you don't know how many sprites you will be needing. Most often you encapsulate the sprites inside another class, let's say an [b]Entity[/b]. You have a vector containing all entities in the world. What you would do now is that you iterate over this array and call the update function on the seperate instances in the vector in order to [i]"control"[/i] the sprites inside them. You could render them in there as well but most often you want to seperate that out to it's own function or even own abstraction. A quick example: [source lang="cpp"]std::vector<Game::Entity> gameEntities; gameEntities.push_back(LoadEntity(1)); gameEntities.push_back(LoadEntity(2)); gameEntities.push_back(LoadEntity(3)); gameEntities.push_back(LoadEntity(4)); // More initialization code // And then on every frame in the mainloop: for(int index = 0; index < gameEntities.size(); index++) { gameEntities[index].Update(elapsedTimeSinceLastFrame); }[/source] Also, I recommend that you have a look at SFML 2.0RC instead of using legacy SFML 1.6