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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.

Genert

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  1. OpenGL

    Mantle slides from APU13 - http://imgur.com/a/EIOIE   Also it was shown a demo what ran with Mantle API and had 100k draw calls per frame - very promising!
  2. Your linked PC components are not fairly balanced at that prize range. I did a build list for you, it is $17 more, but has better power supply, processor, video card, heatsink, SSD and HDD. Plus cheaper RAM.   PCPartPicker part list / Price breakdown by merchant / Benchmarks CPU: AMD FX-8320 3.5GHz 8-Core Processor ($149.99 @ Microcenter) CPU Cooler: Cooler Master Hyper 212 EVO 82.9 CFM Sleeve Bearing CPU Cooler ($29.98 @ Outlet PC) Motherboard: Asus M5A97 R2.0 ATX AM3+ Motherboard ($94.99 @ Microcenter) Memory: Corsair Vengeance 8GB (2 x 4GB) DDR3-1600 Memory ($59.99 @ Newegg) Storage: Samsung 840 Series 120GB 2.5" Solid State Disk ($93.99 @ Adorama) Storage: Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive ($65.98 @ Outlet PC) Video Card: Gigabyte Radeon HD 7870 2GB Video Card ($234.99 @ Amazon) Case: NZXT Source 210 (White) ATX Mid Tower Case ($39.99 @ Amazon) Power Supply: SeaSonic G 550W 80 PLUS Gold Certified ATX12V / EPS12V Power Supply ($79.99 @ Amazon) Optical Drive: LG UH12NS29 Blu-Ray Reader, DVD/CD Writer ($39.99 @ Newegg) Operating System: Microsoft Windows 8 (OEM) (64-bit) ($87.98 @ Outlet PC) Total: $977.86 (Prices include shipping, taxes, and discounts when available.) (Generated by PCPartPicker 2013-06-24 15:12 EDT-0400)   I noticed that you already bought your items, my condolences.
  3. That is what I was looking for. Thanks!
  4. As previously said, I also suggest Visual Studio, it is great on Windows OS, well it is the best I know...   If you ever go to other platforms ( for example Linux ), then I suggest to use QtCreator, it has a really good debugger and the usability is awesome, but it really feels a bit strange to use it for "normal" C++ code. But there is a good alternate too, like Code::Blocks.    However, if you consider making something big and multi-platform ,it is better to use cmake or other build tools instead the internal project management of Visual Studio or qmake( it's not bad, but not useful for non-qt development ).
  5. Here's a function that I have been using on Linux with GLUT.   int frameCount = 0; int currentTime = 0; int previousTime = 0; float fps = 0;   ...   void GetFPS( void ) {     frameCount++;     currentTime = glutGet( GLUT_ELAPSED_TIME );     int timeInterval = currentTime - previousTime;       if( timeInterval > 1000 )     {         fps = frameCount / ( timeInterval / 1000.0f );         previousTime = currentTime;         frameCount = 0;     } }   ...     I call GetFPS function after the model gets animated, but _BEFORE_ calling display function( drawing a frame ).   And some futher reading, if you're interested: [url="http://fabiensanglard.net/timer_and_framerate/index.php"]http://fabiensanglard.net/timer_and_framerate/index.php[/url]
  6. Hello. I'm currently using Wolfenstein:Enemy Territory SDK to develop mod and learn C coding. Now I have stuck.Since the UI looks very ugly and not modern since it's based on Quake 3 engine. I know theres Scaleform,but it costs a lot. Are there any freeware UI solutions or some tutorials? What talks about making better UI.Like border-radius...etc. Regards #Genert