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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.

Tribad

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  1. Giving the sample rate in Hz is because this would be the clock frequency that is used to drive the A/D Converter, if it do the conversion in a single step.
  2. Your ideas are not so bad, learning how things work. But you do not need to let  a renderer run on a bare CPU without OS. To lern to access hardware directly have a look into the linux kernel source. Everything else can be run in userspace.   And accessing the GPU directly is, AFAIK, impossible because these things are someway a secret of the GPU companies.
  3. In the configuration script that mostly come with the source packages use the --host --target parameters But better have a look in the lists of parameters with ./configure --help   It may work.
  4. Unity

    Its a bit like I use my UML tool. Only because I am too lazy to extend my code-generator to handle activity diagrams I must type my code. Statemachines and the static design is done visual.
  5. Anyways where it is. The types defined there are to avoid troubles with the data sizes if something, hardware, depends on it.
  6. If you needed fixed sizes for your datatypes use stdint.h this header file should be part of the compiler and works in respect to the pre defined macros a compiler issues. The headerfile defines types like int16_t uint32_t and so on. The usage of these types guarantee that the variables/attributes are always the expected size regardless you compile for 32 or 64 bit OS.   Only for MS development environments this headerfile was not part of developerstudio. But because I did not use them for a long time it may changed since my last try. But somewhere in the internet you will even find a MS compatible version of stdint.h
  7. Avoiding lots of search pathes on the command line has the benefit that it is clear what version of a header file is used and you need not read hundreds of -I parameters with long pathes to find at which point something goes wrong.   But as I already said. It is always alot of work if you move a module around.
  8. Using relative includes is a good choice to prevent many -I<include dir> compiler parameters. This way you can go inside a subdir with sources and start the compiler/make in there without thinking about where you are and how your compiler include parameter must look.   But... in fact it is awesome to handle if you move a module around.   Because I use UML with a code generator that produces the include statements I do not think about the positioning. It is always right and works, even if I move around the modules in the model.
  9. Putting header files into a include folder has the advantage that you have all interfaces to your modules in a single place, like /usr/include and /usr/local/include on UNIX style systems. To make the software available to others, maybe as a library gives you a  more simple way to find the header files to the libraries.   But at the end I suspect that it is up to your personal feeling about how to handle header files.
  10. Slackware is another user defined environment distro. The things they deliver are working well.   QtCreator worked out of the box.   But you have to compile a lot yourself. They seem sometimes a bit outdated like me too.
  11. Yes. What is it? And what has it todo with the topic?
  12. If I have switch from one language to another I do not try to read something right from the start. It must fail if it goes over the simple control statements and assignements. I try to make simple programs like the hello world to ask the question "in C++ it is called x and done this way. How is it done in java, C# or any other language".
  13. I think that it is all alike.   The biggest problem for someone who is new to any of the cited languages is the object oriented design. So the focus should be on the question how can you learn that. With the knowledge of OOD the languages all are quiet easy to use.
  14. Do include stdio.h? The printf-functions have a variable parameter list. Often make problems if no prototype available.