• 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

178 Neutral

About Nikster

  • Rank
  1. Where did search go.
  2. Same as MJP here but we don't store flat list hashes, we either use a hash for full path or hash per directory/file depending on complexity and use a minimal perfect hash for lookup.
  3. [quote name="LoneDwarf" timestamp="1397672604"]I think pointing out these errors is in somewhat poor taste.  Add in that it was done to further their own goals makes it worse.[/quote] How so? Real world examples are the best kind of examples. Epic even get some of their bugs fixed for free, everyone wins. Still, it highlights as others have said to have SA as part of the development arsenal.
  4. Wasn't 'I wanna be the guy' or the guy games done in GM? Those things are pieces of troll art. :)
  5. As far as I see it, with UE4 you're paying for alpha testing although some would argue beta, unless you become a late adopter by which time the license model may have changed. So you're likely to have to pay more than $19 + 5% as in n x $19 + 5% just to make sure you have something stable to release. As for Unity, hard to tell as it's not available yet, but might be stable enough that you'd really only need to pay on month subscription so worth the higher price point. CryEngine? No idea, maybe it will fall in to the same state as UE4 but cheaper, have to wait until May to find out. But if you look beyond the bullet price points. Playing with UE4 at least, maybe CryEngine as well, what you'll pick up with these could be beneficial to go work for some company in the industry, else to create games yourself Unity depending on scale of project and target audience. But as Ashaman said, more than likely you can work with existing tech for a lot cheaper.
  6. Well, in your example, in a video game you have to create a house.
  7. Hrm, sorry then I've no idea, I've never used other attributes alongside xmlns, however with attributes I wouldn't have thought ordering of attributes to be an issue when parsing the actual data, is this something that's causing a problem with the data you're saving an is being used by something else or is it just an annoyance visually? XmlSerializer serializer = new XmlSerializer(GetType(), DefaultNamespace); This is the line that appears to be appending the namespace name itself to the attribute list and there seems to be no way of specifying where it will go. So sorry I can;t help but maybe someone else knows of somthing.
  8. [font=monospace]Have you tried putting the namespace name on the root element rather than the attribute?[/font] [font=monospace]EDIT:- I removed my previous post because my eyes failed to read most of your post, Monday morning blues [/font]
  9. [quote name='Spa8nky' timestamp='1327857848' post='4907371'] Ok I with you now. How can I determine which UV I am pinching without using conditional statements in HLSL? [/quote] You should pinch the data before it gets to the shader. The point where you fill in the UV data in the buffer. [quote name='Spa8nky' timestamp='1327857848' post='4907371'] Am I right in assuming that the pinching method will only work when passing in the UV coordinates as 4 corners of a quadrangle? How would pinching work if the uv coordinates are not four corners of a quadrangle? [/quote] No idea, I've only tested with quadrangle (using two triangles), as the artefacts you are seeing are normally associated (or are more noticeable) with 2D UI elements. Chances are if you're using triangles as part of 3D meshes rather than sprite type primitives then it may not be noticeable. However, the quadrangle method is because, on the top left side += relates to the normal texel mapping to primitive (.5 of a texel), the -= however is because we associate 1.0f as a bottom/right edge, but we know 1.0 = 0.0 so the right edge is really 1.0f - texel width + half texel width).
  10. [quote name='Spa8nky' timestamp='1327843757' post='4907311'] Would you agree that the following clamping method is equivalent to your pinching method? [/quote] Only if you're using Position as the UV coords, if position is what it implies then it won't help, forget about modifying the vertices positions and change the UV input. EDIT: and pinch regardless rather than use min, max.
  11. sorry not been around for a while so missed this post. given your uv's are 0 -> 1 and your texture is 64x32 then uadj = 0.5 / 64 vadj = 0.5 / 32 then assuming a clockwise order. u(0) += uadj v(0) += vadj // top left u(1) -= uadj v(1) += vadj // top right u(2) -= uadj v(2) -= vadj // bottom right u(3) += uadj v(3) -= vadj // bottom left
  12. The uvs you supply you need to pinch them 1/2 texel, not just move them all by the same value. htw = half texel width, hth = half texel height. As in, u(0) += htw, v(0) += hth - u(1) -= htw, v(1) -= hth Other corner can be worked out from these.
  13. They're not in the same scope, b.A::Test(1); would work. putting a using A::Test in the second class would also work. [code] class B : public A { public: using A::Test; void Test() {} }; [/code]
  14. I meant 1kbit zx81, we were very poor ;)