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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 shacktar

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  1. Is this it?   http://gamemechanicexplorer.com/
  2. I have taken the following suggestions from this thread to heart and I will eventually implement them in my portfolio: Make a separate web page for the resume Make pages for each project offering project summaries and other details Add videos Try to condense the resume Thank you all for your advice!
  3. Hello StarMire,   Thank you for your feedback. It is greatly appreciated.   Thanks for the suggestion. I was actually planning on doing this so I'll give that a higher priority.   I'll see what I can do about making those explanations more approachable.   Any other feedback is welcome.
  4. Hello,   I am a CAD tools developer looking to transition into the game industry as a programmer. After reading this site and some others, I see that my best bet is to supplement my experience with a portfolio of game-related projects.   My current portfolio is available here: http://www.shacharavni.com   I would like feedback on any aspects of it (website, resume, or code).   Thank you in advance for your time.
  5.   2500 seems a little high for the x coordinate. Maybe you meant something like 250 instead?   If you find the console window to be a nuisance, you can always make it not show up by selecting Windows (/SUBSYTEM:WINDOWS) under Linker -> System -> SubSystem in your project settings.
  6. Typically, the transitions are part of the tiles themselves.   For instance, look in the top left of the following tileset. Notice how the grass and water meeting diagonally are part of the same tile. Same thing for sand meeting the grass, and the grass meeting the mountains.  
  7.   DeleteData() does indeed call the correct delete function based on the "m_type" value, so the assignment of the meta-data is vital for it to work. ...   So then shouldn't you do what SeanMiddleditch implied, and call DeleteData before you assign the meta-data in the copy assignment operator?   Edit: I was looking at the code (that wasn't changed). I didn't see the two posts above.
  8. Array sizes need to be known at compile time.   The problem here is that the lines here: Tile *tiles[ TOTAL_TILES ];  Tile *walls[ TOTAL_TILES_WALL ];  do not know what the values of TOTAL_TILES and TOTAL_TILES_WALL actually are because they are defined in another compilation unit (they are defined in global.cpp but needed in main.cpp)   It is good practice to put extern const int MY_GLOBAL; in the header and const int MY_GLOBAL = 10; in the cpp file. In cases with non-cost objects, this is necessary to prevent linker errors. However, in this case, this leads to the above confusion.   You could actually put  const int TOTAL_TILES = 192; const int TOTAL_TILES_WALL = 1; in global.h and remove their definitions entirely from global.cpp and it will compile for you. And it won't produce any linker errors because constants defined like this essentially disappear as their values are copied wherever necessary without them actually taking up a linker symbol.
  9. If the texture color is being multiplied by this color then that could be the problem. Try using white instead. i.e.   glColor4f(1.0f, 1.0f, 1.0f, 1.0f); If that doesn't work, we might have to see your shaders. 
  10. Here, in initRenderer (line 144) you're attempting to bind a VAO as a VBO. Try using *vbo there.   In your renderFunction it looks like you're rendering with the VBO but your VAO is still bound. Pick one or the other. If you want to render with the VBO directly (and this is preferred to VAOs anyway), then disable your VAO before calling your renderFunction.   Your clear color is also fully transparent. You probably want a 1.0f as the last component.
  11.   I am currently developing a game (and game engine in tandem) in C++. I too like the feeling of having my own code doing a lot of the heavy lifting. I have chosen to do the rendering and physics code myself and to unload the other tasks to libraries. The following is my current setup. Perhaps this can give you a rough idea of what libraries you may need to use as well.   C++ OpenGL OpenAL (for audio)    - Ogg/Vorbis (for loading .ogg files) GLEW (for grabbing OpenGL extensions/version info) GLFW (window management and user input) stb_image (image loading) RapidXML (XML parsing)
  12. Have you tried seeing what [i]glGetError[/i] reports? First, try calling [i]glGetError[/i] after your call to [i]glUniform4fv[/i].
  13. OpenGL

      In the OpenGL convention, 0,0 [i]is[/i] the bottom left. The Y coordinate subtraction from the height is the typical practice to place the coordinate into window space.
  14.   unordered_map was put in the C++ standard as of C++11. Have you considered migrating to C++11?
  15.   There is no "built-in loop". The Main function/method is run precisely once. If you're thinking of the "Main Game Loop", then that has to be inserted by the programmer.     No, not all programming languages require a main function/method. Interpreted languages commonly don't require a Main. e.g. JavaScript, Scheme, Lua     It's the other way around. Main is run exactly once. An infinite loop would have to programmed (or caused by a bug).