• 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

405 Neutral

About VittorioRomeo

  • Rank
  1. Hello everyone!   I've uploaded the fourth episode of "Dive into C++11" on my YouTube channel.   http://www.youtube.com/watch?v=zMdD-s5_BIY   After looking at C and C++'s memory and lifetime management in part 3, we'll take a brief look at C++11 smart pointers. We will learn what they are, what problem they solve, their advantages and their uses.   The intended audience for this tutorial/screencast are people who have some experience with C++ in general, and who watched the previous episodes.  This episode may be very interesting for pre-C++11 users who want to learn modern C++11 memory management, but it is also suitable for beginners.   I greatly appreciate comments and criticism, and ideas for future videos/tutorials.   Feel free to fork/analyze the source code at: https://github.com/SuperV1234/Tutorials
  2. dat monopoly Rocco Rocco Rustico Peppe Vinci @Jaaaas
  3. [b]Update: [/b]I've finished writing the source code for part 4 of the tutorial.  Since I'll be busy this week it will take a while before I start recording.   [url=https://github.com/SuperV1234/Tutorials/tree/master/4_SmartPtrs]The source code is available here.[/url] If anyone is not currently busy, I'd really like to hear some feedback on the code before I start recording, so that the quality of the final video could improve. Thanks!
  4. Funzione di Eulero in C -> fatto. Francesco Pafumi
  5. I've uploaded the third episode of "Dive into C++11" on my YouTube channel. http://www.youtube.com/watch?v=0TGp0o1KnG8 Video || Playlist In this episode we'll take a break from game development to delve into C and C++'s memory and lifetime management. We'll talk about automatic variable lifetime, pointers in general and dynamic memory allocation. The intended audience for this tutorial/screencast are people who have some experience with C++ in general, and who watched the previous episodes. This episode may be very interesting for those with experience with C++ who want to learn more about variable lifetime and memory management. I greatly appreciate comments and criticism, and ideas for future videos/tutorials. Feel free to fork/analyze the source code at: https://github.com/SuperV1234/Tutorials
  6. Thank you Goran for the interesting feedback. I'll reply to every single point. You're right - `testCollision` is a misleading name. I'll address this in a future video. True, the performance aspect may be irrelevant in a game like this one, but it's still the way to go, in my opinion. It's a scalable approach that works with any type of game: what if an user tries to make a shoot'em'up game after watching the tutorial? Erase-remove_if will work great. If you are referring to the part before the "time slices": I included that part to show the train of thought that brought me to using slices. If you are referring to "time slices" themselves: it's not "a solution", but it's the "best solution", in my opinion. It has been used a lot in the past, and even if there are some drawbacks it's a lot better than scaling movements/actions with frametime. Take a look at these links for more information: http://fabiensanglard.net/timer_and_framerate/ http://www.koonsolo.com/news/dewitters-gameloop/ As I said in the video, it's not a global solution, but it's what works for me. I like my code to be as structured and abstracted as possible. While having a `Game::run` may be totally unnecessary for an Arkanoid clone, I was going for a more scalable approach: the `Game` class design works well in larger games (especially when dividing the `Game` class itself in `GameWindow` and `GameState`). Thanks again for the criticism. I really enjoy reading other people's opinions and improving my videos/knowledge. Also, your YouTube videos are really interesting!
  7. I've uploaded the second episode of "Dive into C++11" on my YouTube channel.   [media]http://www.youtube.com/watch?v=tPbrWAbzyTE[/media]   Playlist: http://www.youtube.com/playlist?list=PLTEcWGdSiQenl4YRPvSqW7UPC6SiGNN7e   The video is quite long - if you want to skip to the parts you may find most interesting, here's a schedule:         In this episode we will learn more about two previously mentioned new awesome C++11 features: "constexpr" and "uniform initialization syntax".   Most importantly, we will also deal with a very big issue that every game developer must face: FPS/frametime, and how to avoid the game from behaving differently on slower/faster machines.    In addition, we'll also briefly learn about "const-correctness" and using the "noexcept" keyword.   We will analyze the "time-slice" method to allow the game to run smoothly and consistently on every machine.   In the last code segment, we will also "refactor" our code by creating a `Game` class, making our source much easier to read and maintain.   I greatly appreciate comments and criticism, and ideas for future videos/tutorials.   Feel free to fork the game's source code at: https://github.com/SuperV1234/Tutorials
  8. "Ma quindi lei mi sta dicendo che il pomodoro è rosso?" Giuseppe Errante Sergio Zavettieri
  9. Hello gamedev.net!  I've created a 40 minutes tutorial/screencast on the creation of a complete game using C++11 and SFML2. The end result is a playable Arkanoid/Breakout clone with a paddle, a ball and destroyable bricks. This is my first attempt at a complete C++11 game development tutorial. I divided the code in 9 segments, that I analyze and execute individually.  The video is aimed at people with at least a basic knowledge of C++.  Having some knowledge about common game development concepts will also greatly help. The point of the video is showing how easy it is to create something playable thanks to the new standard and to SFML2, and to show a possible train of thought that can be taken during game development. Watch it here: http://www.youtube.com/watch?v=_4K3tsKa1Uc I greatly appreciate comments and criticism, and ideas for future videos/tutorials. Also, feel free to fork the game's source code at: https://github.com/SuperV1234/Tutorials and expand upon it: if people like the idea I will feature the best forks in a future video   For other tutorials: http://vittorioromeo.info/tutorials.html - or just browse my YT channel. Thanks for your attention!
  10. Che cos'è l'oceano se non una moltitudine di gocce?
  11. Che serata di merda...
  12. Serata a tema impermeabile e ombrello? Fabrizio Irrera
  13. mi vogliono prendere a schiaffi :( Giada
  14. Hello gamedev, I made a video tutorial on how to solve a common problem encountered in 2D collision detection and resolution. The issue often happens when your physical bodies live in tile-based environments. Sometimes the order in which the collisions are resolved is incorrect, and the physical body gets stuck between two tiles.     I've discovered two interesting ways to prevent (and fix) the issue, and I've created a tutorial video: http://www.youtube.com/watch?v=FkcuCHleiWo Enjoy!   Video description:
  15. I can include "angelscript.h" and use all of its methods/classes properly. I can include add on headers, but trying to use them gives me "undefined reference" problems. I tried compiling with a lot of different parameters but that didn't work. Am I doing something wrong?