• 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.

SiddharthBhat

Members
  • Content count

    100
  • Joined

  • Last visited

Community Reputation

358 Neutral

About SiddharthBhat

  • Rank
    Member

Personal Information

  • Location
    India
  1. indeed xD
  2. Wow, I'm impressed as hell :D 
  3. floating text is what Warcraft 3's world editor called it. 
  4. Hey all!   I've been reading up on some of the more advanced data structures, and I'm kinda stuck on the red-black tree concept.    I'm not able to grasp how the whole thing works. When I set out to implement it, I realized that I hadn't really "understood" anything about the RB tree other than the fact that it provides O(log n) operations.      I find that rule very... unintuitive, Who would have thought of that? what's the rationale behind that?   Also,    How? I'm not really able to visualize how there constraints imply something even CLOSE to that.   So, could someone give me an intuitive description of the Red Black tree? Thanks!
  5. an explanation for the more noobish of us? what's wrong with that definition? >_<;
  6. AFAIK, you just set the output volume to zero, and disable any sound processing,
  7. wow, this is the craziest thing I've read about templates in a while.    Also, have you overloaded the << operator so that you can use it with ofstreams?  that's quite handy :D I'll have to do that sometime.   could you post all of the compiler and linker setting you're using? I'm a little curious as to why this is happening, and I have my summer vacations in around ten days. I'll try and reproduce this on MSVC 2010.   Thanks
  8. Hi all!   has anyone used GGPO, or some similar technique (rolling back when the users are not in sync anymore) ? it seems quite interesting. If I remember rightly, supreme commander would quit the game on noticing any form of desync (it too would broadcast player events). would this technique have helped supCom and other games that use the same technique? I'm a little curious :D   Thouhts?   Thanks all!  
  9. Isn't the term DRM a little fuzzy?    If by DRM, you mean restricting the number of machines on which the game can be installed, it seems a little pointless for a fully multiplayer game  like WoW or League of Legends, or any such game.    wouldn't it be better to just have an "accounts" based solution? I'm kind of confused as to what you're trying to accomplish by adding DRM to a fully multiplayer game.   If you're game is something like Starcraft 2(with both offline and multiplayer options), I suggest you take the route blizzard has taken. games can still be played offline v/s AI, but to access all of the cool features, you need to be online. Again, there are no limits on the number of machines you can have Starcraft 2 installed on. What matters is that with each purchase, you only get a single account   Just my 2 cents :) ~Bollu 
  10. nice link. Also, they neglected to mention that they also added a lens flare effect    Aren't 5 passes kind of expensive? I've found ping-ponging between FBO's to have a MAJOR impact on performance.   wouldn't a simple radial blur act as a cheap approximation to the 2nd pass + 3rd pass combined? I'm not really sure why it's implemented in two separate passes,
  11. shall I leave a link? :)   https://code.google.com/p/herogame/   *cringe*   I had to stop development since the code became so very convoluted I had no idea what the hell was going on.   Still, did learn a hell lot :D
  12. Hi all!   I've always wanted to work in the games industry, and I've been learning quite a few things related to programming, game design and picking up C++ for around four years now.    As a non-american student, after completing my Bachelor's in Computer Science (which is the degree that I want to take up), how would I go about applying for a job at a game company as a programmer?   Most international game companies do not have branches in my country. So, how would I go about this? I do have a passport, but do not own a visa to the US / other countries.   Thanks all!  
  13. has anybody tested this? I'd like to catch some bugs / hear some metrics :)
  14. Ah, I hadn't realized that would become a problem :/ Back to the drawing board :D
  15. Hi all!   I've been using Angelscript for some time now, and I've been frustrated with CScriptAny's lack of flexibility, and the fact that you NEED to know the type of the pointer that you have while you instantiate CScriptAny. Hence, I've been writing a small utility that mimics most (if not all) the features of C's void pointers, while adhering to Angelscript. I'd be honored if this helps anyone   Basically, it behaves similarly to CScriptAny, except for the fact that it does not need the type of the pointer that you pass it. of course, having the type information is not a problem. So, it acts as a general purpose wrapper around all void pointers in C++ code that does not need type information to instantiate it. It can then be passed to angelScript from where data can be accessed from the voidPtr, similar to how CScriptAny lets one access it's contents in the script side of things. If the voidPtr has been instantiated with type information, it behaves like CScriptAny, allowing conversion between int, float, double as well as betwen base class / derived class relationships. BUT without type information, this cannot be done. Hence, caution needs to be exercised while using this without type information(just like normal void pointers), since such conversion cannot be done automatically.     it's in a Visual Studio 2012 project. On executing the project, it shows off the features of the addon, (accessing primitives, object types and handle types from the script side  when the voidPtr class is created in the C++ side without type information). the main() function is present in voidPtr_Addon_Real/voidPtr_Addon_Real.cpp. I don't really have experience with Linux or Mac, so I'm sorry that I wasn't able to make it platform-agnostic.    The two files that contain the addon are voidPtr.h and voidPtr.cpp. The path is voidPtr_Addon_Real/voidPtr.h. The cpp is also in the same folder. The script file is in script/voidPtr.as The exe is in Release/voidPtr_addon_Real.exe forgive the horrendous project name ;)     I've tried to keep it minimal. It does use templates for some ease of use, though it can be rewritten to not use them. Also, I have a feeling I've missed one or two things while programming this (things like overflows for very large numbers) so do tell me if there's anything wrong with the code.   Here's the Google Drive link: https://docs.google.com/folder/d/0B_CmqmRQ2-AzS1plUWVSVXpNWDA/edit?usp=sharing   TL;DR - addon for angelScript that allows void pointer use without requiring type information. acts as a generic void pointer wrapper.   Thanks all! ~Bollu