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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 Micha3L

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  1. [quote name='nickme' timestamp='1326939153' post='4904163'] [quote name='Hodgman' timestamp='1326860046' post='4903881'] When you launch from your IDE, it will set the [url="http://en.wikipedia.org/wiki/Working_directory"]working directory[/url] to a particular path (which you can configure in your IDE's debugging properties). Any file paths that you use in your program will be relative to this working directory. [/quote] hi, i checked the project property and found that the working directory is $(ProjectDir). it should be OK, right? is there a way to peek at what $(ProjectDir) represent? thanks [/quote] The ProjectDirectory is where your code files are, not where the final .exe file is. Make sure that the .tga and .exe files are in the same place, and then try launching the exe NOT from the IDE, but from Explorer.
  2. [quote name='jjd' timestamp='1326972722' post='4904244'] Ok, no problem. There are one or two things you'll need to do to get started with git. First, you will obviously need to download and install it (http://help.github.com/win-set-up-git/). Part of that process involves creating a public key, which is also provided on that page. You will need to send me only the public (*.pub) key (never share the private key). The public key is used to manage authentication without having to create passwords or accounts for every potential user of the repo. [/quote] I have followed that help page, and PMed you my key. It was actually quite easy. [quote name='jjd' timestamp='1326972722' post='4904244'] I was playing around with the code on linux, so I originally had to make a couple of changes to your code and also converted the project to use CMake, which allows me to generate makefiles on linux or project files on windows. So you will also need to install CMake. [/quote] I have some experience with CMake, and to a lesser extent Linux. Just invite me to the repo and Ill get cracking.
  3. You say you are in debug mode, does that mean launching the application from your IDE (eg Visual Studio, Code::Blocks)? If you do, try launching it from the folder the executable is in.
  4. [quote name='jjd' timestamp='1326850168' post='4903851'] I'm not entirely sure what you mean here. Grid based methods for fluid dynamics are a lot trickier than particle-based methods, IMHO. I would suggest persevering with the particle approach. Are you using git or were you just browsing through github? I actually have your code in a private git repo (not on github) that I can share with you if you like. I'm going to try the suggestion I made to you about just implementing a standard elastic collision between the particles to get that part of it sorted out. -Josh [/quote] Ok then. I read a post on Gamasutra on grid based fluids, and it looked a lot less algebra heavy. Anyway, I dont think was very fast. I dont use any source control, I was just looking through other people's work on there. Some of the stuff is very impressive actually. That would be great. I'm not very experienced with source control, and in particular git, I have only checked out some svn anonymously, and never contributed. So yeah, Id love to see it, I just dont know how.
  5. Thanks Josh, dont worry about the time, any help is appreciated, regardless of the time. I have put in that updater, it is much more simple and logical than the previous one. I just quickly did a test, putting in one particle and then let it fall. It stopped, as one would expect on the floor. I then did a second test, with a second particle directly above the first. Both particles fell, then as the first stopped, the second particle simply sat above it, with a small gap, not falling to the floor as well. This looked quite bad. Thanks, Michael edit: I was just looking at code on github, it seems as though many projects are grid-based, and they look quite a lot simpler. Would a method like this work with rigid but static bodies and force attraction/repulsion?
  6. Ok, so I have made the simulation somewhat workable now, but it is still not working as expected.
  7. [quote name='Pingying' timestamp='1326591223' post='4902829'] I guessed C++ would be the best because all the games I've seen so far (both indie and company ones) are made in C++. [/quote] C++ is the industry standard for AAA, cross platform titles with hundreds of devs or skilled indies. C# is much easier to start with. [quote name='Pingying' timestamp='1326591223' post='4902829'] Minecraft in special is made by one guy, and yet it's still better than a XNA game, made by one guy too: Terraria. [/quote] Minecraft is made in Java. So that doesnt quite waork 100% with your argument, but I get the gist. [quote name='Pingying' timestamp='1326591223' post='4902829'] I don't wanna be stuck with terraria-like games if I learn XNA [/quote] While I havent played Terraria, XNA is one of the most widely used engines available and game quality is almost always a result from the programmer and people working on the game, not the engines. There is some quality stuff from Indies on the Xbox Live Arcade, and that is all made in XNA. No matter if you make your own engine, you are still limited by either OpenGL or DirectX - unless you write your own drives, which you cant - and most engines implement almost everything available from those libraries. I would first recommend you learn C++ or C#, and use a simple-ish game engine like SFML or XNA, just to get a tast for programming, and then use either of those until you hit a limit with an unsupported feature etc, and then move on to your own engine if you need it. Just get some code examples for GL or DirectX just to see what youre getting into with your own engine. Edit: Regarding tutorials, as programming is text based, most tutorials are in text form. just search for c# tutorials etc
  8. The second option would most likely get you better rendering performance. From what I know about Unity3D (that is your engine right? even if it isnt the concept still applies), everything in the field of view is rendered, even if it is inside the ship and hidden by other objects. About the hit checking, maybe break the ship up into smaller pieces? each only with a handful of polys. Unity has a function which allows you to combine child meshes to minimize draw calls.
  9. Thanks Josh, As predicted setting each particles mass to 1 completely destroyed my simulation. You speak of workarounds, but I can't really find any. Could you just point them out for me?? Thanks, Michael [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  10. Hi all, Recently I have been working on an implementation of Smoothed Particle Hydrodynamics (basically water physics), which is fast and scalable. As I dont have any higher maths or physics training (14 yr old here [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]), most of the equations in various papers I have read are way above my head. So, I decided to base my work off Rene Schulte, in C++. Not a straight rip, just the main calculations. I have been able to achieve a some-what workable result. The simulation is quite erratic, the water doesnt flow nicely, and the particles sometimes dip through my invisilble walls. I plan to put in a grid based sorter and other optimizations in soon (atm I only have the O(n^2) method), so the performance will be bad. Basically, I am trying to go for a believable water look for a simple game I have in mind. (if you have the DirectX SDK by chance, there is a really good SPH sim included, just search 'fluid' in the sample browser) Rendering and Vectors done by SFML, so you will need that to compile it, however I have included a pre-built Debug exe with the MSVC++ runtimes v11.0 ( Win 8 dev preview version). Only GL point rendering as well, I want a believable result beofre I move on. Please dont lol too hard at my code, I am the only one working on it (not too many people my age I could collab with) and I am quite inexperinced (~1 year of cpp). wow that was long. tl;dr Help me with my physics please. Thanks guys!