• 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.

DmitryNik

Members
  • Content count

    47
  • Joined

  • Last visited

Community Reputation

199 Neutral

About DmitryNik

  • Rank
    Member
  1. I figured it out. In my case a Bezier curve will work fine.
  2. Hello.   Could anybody tell me, how could I make to move the object(circle) along the red arrow that looks like on the picture below?   [attachment=13228:arrow.png]   Thank you beforehand for your answers.      
  3. [quote name='BitMaster' timestamp='1355310577' post='5009783'] Honestly, I do not see any point of DirectInput for these cases. You need to handle Windows messages anyway, and you even have functions like GetKeyboardState to query the current state. [/quote] Thank you for your answer. To be honest, I rather will handle windows messages. So for me it's more natural than using Direct Input. I was only curios about talks around Direct Input. Also the windows messaging is already in use during the main window drawing.
  4. Already found the answer: DirectInput does not recognize keyboard character repeat settings. When using buffered data, DirectInput interprets each press and release as a single event with no repetition. When using immediate data, DirectInput is concerned only with the present physical state of the keys, not with keyboard events as interpreted by Windows. DirectInput does not perform any character conversion or translation. For example, the SHIFT key is treated like any other key, not as a modifier of another keypress. Keys return the same identifiers regardless of the user's system language settings. etc. So, if it's all, why it shouldn't be used, then it's not that bad and Direct Input still could be used, if even somebody think it's a bad idea.
  5. Hello. May it's a very stupid question, but why we should not use Direct Input for fetching keyboard's and mouse signals? The answer: because MS said so is not applicable in current situation. Yeah, good for MS, but they didn't explain why, as far as I know. Here is the link to official msdn tutorial about Direct Input http://msdn.microsoft.com/en-us/library/windows/desktop/ee416842(v=vs.85).aspx And here is the citation: The use of DirectInput for keyboard and mouse input is not recommended. You should use Windows messages instead. Thank you for your answers in advance [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]
  6. [quote name='willpowered' timestamp='1355158520' post='5009121'] You can often apply the skills you learn using one technology to other situations using similar technologies. It's still going to be useful for you. [/quote] I guess so. I'm using those skills right now studying DircetX on my own.
  7. [quote name='3Ddreamer' timestamp='1355006269' post='5008618'] [quote name='DmitryNik' timestamp='1354987013' post='5008530'] I can't call something alive if it doesn't supported anymore [/quote] My parents long ago stopped supporting me and [i]I[/i] am still alive. [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] Clinton [/quote] XNA is not capable to develop itself, is it? [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img]
  8. I guess, you are right. I don't think so either that MS will regret about pulling the plug on XNA.
  9. [quote name='kunos' timestamp='1354983495' post='5008516'] I find a bit amusing how somebody here is convinced that MS will support "indie" style development on the new XBox. Ya they did on the current one, but it came long after the XBox release and I have the impression that the quality of the games released with XNA on the XBox was from poor to very poor to very poor with avatars. I don't have numbers, but I doubt it was a profitable move for MS.. so I will be really surprised to see an "indie" support on the new consoles, at least for some years after the launch. As for being "dead".. it works on X360, PC (pretty much every Windows OS out there) and WP7x ... how can this be defined "dead" is beyond my comprehension. [/quote] Yeah, how remoting(another MS technique used several years ago. And as far as I know MS doesn't develop or supported it anymore either ) could be dead, if it still could be used? =)) I can't call something alive if it doesn't supported anymore(active developing, adding new features etc.). Above links could be considered only as a relief for some persons, who don't believe XNA will not be developed anymore. The sadest part of this story is: they(persons) will teach us this crap(XNA) in the uni after this X-mas, instead of changing the program.
  10. Here is some info about XNA and WP 8 OS: http://msdn.microsoft.com/en-US/library/windowsphone/develop/jj207003(v=vs.105).aspx Also, here http://msdn.microsoft.com/library/windowsphone/develop/jj206940(v=vs.105).aspx could be found, what's new in Win 8 SDK. But, no, new apps that target WP 8.0 OS [b]can't [/b]be developed.
  11. [quote name='nickme' timestamp='1354834755' post='5007914'] hi i am new to c#. i wonder what the following method call, especailly the () =>? what is it called and what does it do? MessagePump.Run(form, () => { }); thanks [/quote] My favorite feature in C# - lamda expression. This feature so many times helped me.
  12. [quote name='NightCreature83' timestamp='1354725629' post='5007431'] The OBJ format can actually have faces that consist of 4 verts or quads. A face can consist of only vertex data so the absence of texture coordinates or normals is just fine, it's just there is no way to light or texture that particular face. Face data can be combines in an OBJ file as well, you can find 3 vert face data and 4 vert face data in the same face description list in an obj file, or at least I have encountered this before. Most engines use their own formats to load meshes, and often this is just a straight dump of the vertex array in to a text or binary file so that runtime loading is extremely fast and no other operation than a straight forward memcpy are needed. Mesh loading and saving is a problem for which there is no standard way that is fast, for example Max and editing tools need to know about all information about a mesh, so material, shader, textures and meta data(vertex is connected to which edge, etc.), a game engine doesn't need to know about faces, edges and all kinds of other stuff that is stored in a model file. There for we write our own exporters and importers for the data we care about and make it load fast, one standard format doesn't cover all performances for all engines sadly. [/quote] Yep, this one is a big ugly problem(no universal format)... In Blender you can make all faces to consist of only 3 vertices. At least, it could be done in Blender 2.64. If I'm right, then an "triangular faces" -option is responsible for that.
  13. [quote name='Zaoshi Kaba' timestamp='1354717678' post='5007403'] 1. Textures can be tiled. So point (1.1, 1.1) is same as (0.1, 0.1). 2. Are you sure it's not lines? Faces have to have at least 3 points. 3. Well I guess you're going to load from file, so ifstream is a good choice. [/quote] Thank you. It's too bad Microsoft didn't implement anything for meshes loading. It could an OBJ or FBX file(like it was in XNA). And, yes, you are right it's simple line.
  14. Hello. I've read about different methods, how can be loaded the mesh into the game written with DirectX 11. These methods were from loading meshes with Assimp to writing own loader for .OBJ -files. As everybody know, .OBJ is a well documented. I assumed that too before I've seen this f 54 34 f 34 78 f 100 -100 and so on and also this: vt -1.546 0.578 -3.10098 (very strange behavior for texture coordinates, isn't it?) I'm about to ask three questions. First: how it's possible that texture coordinates are negative or greater than one? Second: How it's possible that faces consist of only 2 points without normal vectors and texture coordinates, even they are defined for them? Third: What do you use for loading meshes in DirectX 11 in Windows 8/WIndows 7? Thank you in advance for your answers. p.s. program used for exporting to .OBJ-file is Blender 2.64
  15. [quote name='Karsten_' timestamp='1354366613' post='5006020'] As XNA has proven, it is possible for very popular libraries to disappear. Why did people think differently? [/quote] May be because some people really like this library and like the way the things were done: convenience, effectiveness and efficiency. I don't know, some people just stick with that. [quote name='Karsten_' timestamp='1354366613' post='5006020'] So, perhaps use what ever library you want and just be sure to adapt, however be very afraid of proprietary languages such as LotusScript, UnityScript, C++/CLR, C++/RT, UnityScript because if those die, it is such a pain to recode your whole project. [/quote] OK, in this list you actually can put whatever language or script used nowadays. Recoding is always a painful procedure and everybody want to avoid it. But, for instance, you as language vendor, could announce developers officially that current technology will be killed of very soon. Microsoft just drop off XNA about 2 years ago and they said nothing. This is the only reason, why do people keep asking, what happened to XNA? Why doesn't XNA work with Win 8? etc. Moreover there should not have been any rumors around at all.