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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 Tangletail

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  1. This would be a stupid idea. But you can set up a contingency server. The idea here would be that the main server sends data to the disk periodically, and sends data to it's contingency process/server. If we're going with a backup server, then the data drives must be located else where. The back up server is just receiving duplicates of the data that the main server gets. If the backup stops recieving packets from the main server. Then all users will be immediately rerouted to the backup server. Data will be immediately saved, and users will be safely disconnected after being informed of some problems.
  2. ID3D11Buffer** tempBuffer = new ID3D11Buffer*[this->totalSumMeshes + FBX.meshCount]; tempBuffer = { nullptr }; This isn't safe. It's probably not the actual problem. But ID3D11Buffer does not actually delete it's self. You're creating data in your heap, and then lost the ability to delete it. Even if this was correct, this still shouldn't work. Reason at the end. for (int i = 0; i < this->totalSumMeshes; i++) { tempBuffer[i] = gVertexBufferArray[i]; } So you're copying pointers into your tempBuffer now. gVertexBufferArray = tempBuffer; Not entirely sure what's going on here. This seems utterly redundant.   But anyways... The function you need to correctly create a buffer in Directx 11 is... CreateBuffer(...) Create buffer will give you I11D3DBuffer objects that have been correctly created and initialized on the device.   I also don't believe that I11D3DBuffer is safe to actually copy, as it's data is typically managed by the Driver.
  3. The game you are looking for is called economics.   When someone first discovers a popular product, there will be a huge demand, and Low supply for now, so prices are high. As the initial man reaches demand, prices drop but the volume is high enough that he still gains a profit more massive than when supply is low.   Now enter the other players. They all see the profit and want in on the action. A few of them will drop profits as options are introduced. But more players will evetually tag in. So demand is low, and supply is high. In fact the profits continue to fall till they are marginal or loosing money.
  4. Keyboard/Mouse, but always make Gamepad an option.   Depending on the game, it may be significantly easier to play the game with a controller. So you'll eliminate some bitching and moaning in advance if this is the case.
  5. Unity

    You can take a look at the Godot engine. It's only in OpenGL, and it's cross platform compatible. There's also the Flare game which uses SDL.  
  6. Honestly, an easy way to handle this is to make a generic container that is basically a bag of holding It will hold anything of an item interface. Then to access data or to lost specific items, you allow the generic to filter out types.
  7. When two circles collide, the angle of collision will NOT matter as they both will be met tangential to one another assuming that gravity is not a factor.   The topics you want to study is torque, angular momentum, and friction. For friction, typically what will happen is that the ball will be launched off using the static friction coefficient between the two surfaces in a perfect world. In an imperfect world, there will be an amount of "slippage" changing the static coefficient of friction to it's weaker cousin kinetic coefficient of friction. During this time, a large amount of rotational energy will be gained by the circle, but it will not be equal to the one that gave it unless it happens to be fixed in place.   It can be difficult to calculate this. So what you can do instead is approximate it. For instance, on contact you can say that the initial energy gain is going to be about 87% before kinetic friction kicks in, and then it slowly ramps up to maybe 89% before it disconnects.
  8. Sounds like you're doing some pretty interesting fluid dynamics. I recalled reading a book on this topic. It might be a bit wasteful to concider every particle in this manner as the solution develops,  you could very easily have infinitely many particles in one point at any given time if you are trying to go for a physically based reaction in a non-vacuum medium. You might want to try using a vector field of some resolution if you are trying to simulate a medium. This can give you an amount of history for curent forces, and can help you simulate interacting particle clouds and clusters. This will also give you information pretty cheaply to rotate the cloud if necessary.
  9. IF you are using a physics engine, there will normally be a flag that you can set for this. Otherwise, you need to manage this yourself. For a vehicle constantly on the ground, you can actually just take the normal of the ground and use that to detemine how upright you are. To give some room to let it bounce and jolt, you'd want to place this under control of foces, but also apply a dampening mechanism to prevent the vehicle from suddenly flipping off into space.
  10. no, i draw a hierarchical fsm for character controller, but i want to find a true way to show attack in hierarchical fsm and communication with character movement, for example player are moving forward and want to aiming and fire or  crouch and aim and fire or . . . . in state machine now way to show this state!!!   im sorry for my bad english   I don't think you want a rigid state machine for a player character, or AI logic in general. Did you mean you wanted a state machine to swap between the animations of a character?
  11. Dynamically allocating everything is not necessairly a bad thing, if you mean you are asking the OS for your data. The process is slow, but it is not -that slow-. And it is not likely going to be the area of your bottle necks so soon.   In most circumstances, the biggest reason you'd avoid dynamic allocation are going to be for a few things. When you have thousands of a little single but small type. So you convert it into one big allocation and reuse the memory slots that they currently take up. This is called pooling. Many small allocations at once tend to be horridly slow. When you have a very small amount of memory. I don't believe an OS will typically try to defrag your memory on an embedded system. So you could potentially only have two gigs to use and that's shared between the GPU and the CPU. Fragmenting your memory will only leave small clumps of free space available that becomes unusable due to it being so small.   Or when you will be constantly allocating and deallocating in real time.Then obviously you will need to take some steps to not only speed this up, but to also keep track of your memory usage.
  12. Right now, I'm working with the unreal Engine, and I ran into an incredibly annoying problem that'd need to be smoothed out eventually. https://www.youtube.com/watch?v=HgNHF0YfUsA&feature=youtu.be   Posted just above is a video of my current project, and it shows the problem in full view. I am working on a game that runs with spider physics. And the only sane way I could come up with to do this was by modifying the tug of gravity. But this lead to an issue, which was that at a large speed the object tends to launch it's self off of slopes and the gravity will pull it back down, which is where that jitter and bunny hop comes into play. Going up the slopes is just as jarring. Anyone have any ideas on how to fix it? I couldn't use the regular Character Movement Controller, as it's gravity is pretty much set in stone. And also that the way it handles slope movement is by always assuming that the character's up vector is in one direction, it then uses height to basically force the character in the right direction.   So I had to inherit from another movement controller with pretty much nothing done for me.
  13. Are you sure the nebula's are actually 3D or volumetric? Remember that Nebulas are super massive clouds of particles lit by many stars. If you were to look at a nebula storm from afar, for the longest time it'd look like one big flat picture because you can't tumble it without traveling a large distance. And it's also massive and far away enough that the concept of depth appears to be flatter. Remember that for us to see a nebula, from lightyears away, it needs to be so massive that if you were inside of it, it'd feel like it's going on to infinity. That being said I doubt that they are creating an actual volume. Just the apperance of volume.   http://www.gdcvault.com/play/1012551/Rock-Show-VFX-The-Effects Here's something you want to look into. To make some of the most beautiful and practically unrivaled weather effects, they practically painted the sky with artist controlled particles and sprites.     If you were trying to make a universe sandbox on the other hand....     If you sit back, you'd realize that there's a bit of cheating you can actually do. First, a nebula is dense enough that you can pretty much treat it like a solid object and model it as such. Second, we know that it is a volume, but it does not necessairly mean that at a scale where we can tumble it, we need to treat it as a true volume. Instead, you can treat it as a subsurface and get some interesting results when you play with the parameters. Third, it is surrounded by thinner but still dense clouds of gasses. You can play around a bit with this one by using a mixture of adding, and actual geometry with the same techniques just thinner and more varience. Finally, add some invisible sprites with add, multiply, clip, and subtract shaders to shape the image up a bit. Think of them like 3D photoshop layers.
  14. If I am a guild master and I hire a flood of new recruits, but I also want to save the world. I'm just going to skip past the bullshit and treat them as fodder. Send them flying into the enemy at full force. Might as well launch em out of a cannon if I have to. The strong will survive, and they will get progressively harder missions. There can be only one hero. And the player must prove himself.   Reason for this approach? The more dead soldiers, the less you gotta pay. But the brute force method also works pretty well at chipping away the enemy stand.
  15. For books? I'm no programmer but I think most 3D artist learn from the basics which would be hand drawn animation. Start there first. But I seriously recommend you look up videos.