• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About kronus980

  • Rank

Personal Information

  • Location
    Long Beach, California
  1. I've been studying for years, yet it feels like I know very little/nothing. At least for when it comes down to advanced stuff(things I find advanced at least). What would be the best way to familiarize myself with game programming? (i.e; Graphics/sound included.)
  2. [quote name='Khatharr' timestamp='1357344325' post='5017571'] Working with a 3D world is more complex than working with a 2D world. You may want to try the easier of the two before you try to tackle the harder [/quote] Ehh..we'll see  I usually accept a challenge.   [quote name='Khatharr' timestamp='1357344325' post='5017571'] Design comes first. Build your design from the top down (in your head or on paper) and then start writing the code that will implement that design. [/quote] Right, and agreed.   [quote name='Khatharr' timestamp='1357344325' post='5017571'] Just use the documentation as a reference and you'll usually automatically memorize the stuff you use the most [/quote]   I've memorized a few small API's  I thought it was normal 
  3. I've been studying programming for some years, and I'm well versed in C++ and Java. I know the very basics of coding in OpenGL, whilst currently learning OpenGL ES 2.0, and had a few questions: - Before programming a 3D world, I hear it's suggested to start off with 2D. Is it recommended to do so? And how much is it recommended?   - What parts of the game are to be coded first? (i.e; if it's a 3D game, the model loader? Or menus and getting them to work?)   - Is a mastery of an API necessary before using it? (i.e; Knowing most of it off the top of your head)   - And what is the best light linux IDE? I love Geany and I've yet to find something as conveniently packed with features whilst being this light.   Any knowledge on any of these topics would be appreciated.
  4. [quote name='R1cochet' timestamp='1342943157' post='4961883'] I think .obj format would be suitable, it's very easy to import and has exporters available for it in almost all the applications. In DirectX9 you can load .X using the D3DXLoadMeshFromX [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb172890%28v=vs.85%29.aspx"]http://msdn.microsof...0(v=vs.85).aspx[/url] DirectX10 and 11 do not provide this. You can also use the AssImp library to import your assets. [url="http://assimp.sourceforge.net/"]http://assimp.sourceforge.net[/url] [/quote] I like .X and .obj. Hmm I may end up going with .X though. I will return here if I need any help thanks again.
  5. Roger roger. Thank you!
  6. Hello again, it's been a while since I've posted. I was originally programming in java but over the course of these months I've been studying more C and just a bit of C++. I would think I'm ready for graphics with games now. I've been wondering what is the preferred model format for beginners? And texture format? I would assume .bmp would be the easier choice for textures. But yes: -Direct X: What model? .X? .MD2-3? -Texture: .DDS? .BMP? Any advice/help/suggestions/tutorials would be appreciated. Thanks!
  7. Java is also nice! Deploy to web browsers as easily as desktop.
  8. I was wondering if someone could point me to a tutorial showing someone how to develop for physx on Visual C++ 2010? Thanks.
  9. Thanks again. I got the language to an extent.. but the API and book tip helps. Thanks again!
  10. Thanks guys. Yeah I hear that about J3D... So it's between jogl and lwjgl. I already have a bit of gl experience so it shouldn't be too off for me to use jogl.
  11. Which would be preferred? Or should I just go with LWJGL? I think it'd be easier to port with JOGL though..
  12. I want to thank you guys for the replies. I know the language at about a novice level, and those are great examples for me to start. What I need help with are handling resources, such as sounds, images, 3D models, and loading and playing sounds. I already have input covered. [quote name='IceBreaker23' timestamp='1325440029' post='4898711'] I think nowadays java isn´t a language for games. I am currently running a project for a simple action game in java with AWT, and the main menu(only a few buttons) is rendered with 60 fps only! I would recommend C# or C++. If you say: "But I want to learn Java" then you should start with the basics as boogyman said. Furthermore you have to be really patiently cause noone just starts game programming. First comes normal programming. [/quote] I find nothing wrong with java for games. The only difference I see in java and C/C++, is that java isn't officially supported on consoles, other than rumored performance differences.
  13. Where would be a good place to start learning java game programming?