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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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About mihaimoldovan

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  1. I found this one to be fairly nice for the price: http://www.amazon.com/Microsoft-Natural-Ergonomic-Keyboard-4000/dp/tech-data/B000A6PPOK
  2. Did you run git commit?
  3. git add index.php
  4. Give John Carmack some rest, you people make me ashamed to be a part of this community.
  5. [quote name='The_Neverending_Loop' timestamp='1336665917' post='4939031'] When I first started to learn how to program, after about a month of learning HTML, and creating all the graphics myself using MS Paint, I created this game....... [img]http://www.vgchartz.com/games/pics/crysis-2-839249.jpg[/img] This was my first attempt at making a game, so please forgive the slopiness.... [/quote] Well yeah, your code really did suck. Why would you be [url="http://techreport.com/articles.x/21404/3"]rendering tessellated water underneath the terrain[/url]?
  6. C++ is definitely the industry standard and you will have no real way around it, but it's always good if you know some exotic languages like Haskell which can have very direct applications to C++ idioms like template metaprogramming.
  7. You can play WoW for free until level 20. (Warning: You may become a fail at life, but it's unlikely at this point given how much Blizzard has messed up recently)
  8. It's no secret that the new site is having less activity from experienced users than there used to be. The old layout worked fine for over a decade, so I'll give you a radical suggestion to revert back to it. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Probably not very realistic to expect, but who knows. I don't think your targeted audience needs Facebook-Like buttons or mini blog activity thingies.
  9. You want to add an additional component to your vertex format declaration so that you can store per-vertex weights of each splat-texture. This even allows you to slowly blend between multiple textures to get smooth overlaps.
  10. Jump and Runs! Like Commander Keen.
  11. You probably want to use [url="http://freetype.org"]Freetype[/url] to render your text to a texture and then just display that. Look into Texture Atlases and Knapsack heuristics if you want to really go in-depth.
  12. [quote name='lewc' timestamp='1265136971' post='4597793'] *type varname type* varname type *varname type varname* [/quote] 1. doesn't exist 2. pointer to an object of type 'type' 3. same as 2, with emphasis on the pointer binding to that specific variable (if you have more than 1 per line, not recommended) 4. doesn't exist
  13. Look into using the built-in matrix stack, specifically glPushMatrix, glLoadIdentity and glPopMatrix. This will allow you to keep your transforms from interfering with eachother (transforms from other objects).
  14. If you can use resources, just load it like this: [CODE]Drawable drawable = getResources().getDrawable(R.drawable.whateveryourimageiscalled);[/CODE]
  15. If anyone ever finds the need to do this in OpenGL, you would simply use a [g]usampler2D with texture2DLod(coord, 0).a