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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 maximegriot

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  1. Thank you for this, we really needed someone to step up !
  2. Hello,   I was thinking, is there a way to import a function from C++ and specify the signature from angelscript? Like GetProcAddress returns a void* and we cast it to the correct function declaration in C++ to call the function correctly, is there a similar mechanism in AS ?    All I could find was funcdefs but it appears to be a way to declare angelscript call conventions and not C++ call conventions.   Thanks, Max
  3. The thing being I don't have ref counting on these objects (my application manages everything).   And no no negative value what's so ever :s   My bad, my variadic template call was actually doing a hard copy of the object and passing a stack address that had been deleted.   Here is my code if someone wants an easy way to start : https://github.com/yamashi/SkyrimOnline/blob/master/Client/Src/Server/Src/Game/ScriptEngine.hpp
  4. Here it is :   NPC npc; context->Prepare(func); context->SetArgObject(0, &npc); context->Execute(); context->Unprepare();   And the AS code :   void OnNew(NPC @npc) { print(npc.GetName()); }    Note that it does work if I set mt NPC to a global parameter so there is nothing wrong with my GetName() :(
  5. Hello,   I am trying to pass an exiting object as a reference to a function but I can't get it to work... I have tried NPC@ and NPC& as type and nothing seems to work... I use SetArgObject and give it a pointer to my object (I don't want to copy it because I want to be able to call functions on that object). If I put the object in a global variable it works just fine...   Could you give me some insights ?   Thanks !
  6. Got Magenkyou sharingan and Byakugan shaders fully functionnal !
  7. Sick, will delay the technical demo... Hopefully i won't be sick for too long !