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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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  1. I have a box with dimensions = 1m:1:m:1m and mass = 1kg. Gravity acceleration is 9,8m/c^2. Also i have a "push" force in my scene which has newtons units. I expect that force value(basic force) should be 9,8 to compensate the gravity but it's very different number. Also it changes when i change parameter "scaling:units" in the PhysX tools. So i'm confused how to deal with it.
  2. Ok, 3dmax saves it into *.max file. I forget it.
  3. The key is "all time". And what if 3dmax crashes? Do you want me to do all work from scratch again? Very clever.
  4. Hello. I'm wondering how to load physics settings in 3DMax. It's not convenient to hold 3DMax opened all time.
  5. Yes. :) It's a real problem. I don't understand what local and global groups are and how i should choose such values for the best performance. I've tried to set local group into different values but i've had an error.
  6. Sorry guys. But opencl is extemely slow comparing to cpu in my case. It's not possible to explain it through just memory bandwidth. Video card is gf 6800 with pcexpress 3.0. And it doesn't matter how much data i calculate cpu is faster anyway. I don't think that kernel runs on cpu since i've chosen CL_DEVICE_TYPE_GPU. Anyway emulation on cpu can't be slower in 5 times comparing to cpu. :) As i said before more complicated function makes difference only bigger. You can see code here - http://pastebin.com/M3kjrLtM
  7. Hello. Is there such list for developers and architects? I'm interested in general programming and microsoft technologies. Maybe someone could recommend a search engine for that? Unfortunately i can't find decent web resource. Thank you in advance.
  8. Hi. I'm looking for an interesting conference which worth to visit and which is connected with programming. It may not to be about game industry. I work as a programmer in one company and i deal with C#, physx engine and graphics and i like these things. I'm thinking of siggraph but maybe you can suggest something else? Thanks.
  9. Hello. Can anyone help me? I have d6 joint and i use drive in it. As documantation says if you set value into drive then actors must awake. But sometimes it doesn't happen, actors are still sleeping. Only second or third time can awake them. It's really creepy. It seems to me that physx is bullshit but i'm compelled to use it. [img]http://public.gamedev.net//public/style_emoticons/default/angry.png[/img] Physx 2.8.
  10. Hello. I want that my joint rotates in one direction as long as i apply quite big force and in the opposite direction if i apply quite small one. I've created a d6 joint with twist is limited which has low and high limits. I've set rotation angles to zero and i've tried to set different springs for low and hight limits(for instance 1000 for low and 2 for high). It works but it is quite unstable. It's rotates a little itself whithout forces. And if i apply some force(for instance 50) to low direction then joint rotates on some angle. I've tried to increase iteration count for actors but it doesn't help. So is it possible to increase stability of that system? I need that my joint rotates in one direction as long as i appply quite big force(1000 or 2000) and doesn't rotate in that direction if i apply quite small(50, 100). Thanks.P.S. It's physx engine.
  11. Hi. I create a joint(D6) where only one direction is free and i move it with joint drive. It's working well except one problem. When i apply position value about 10 or 20 to the joint then all is ok. But then i apply about 50 then at first two actors go to their target position and then they go to a little back and then they start rotation around center of the joint. Do you know why it happens?
  12. DX11

    mhagain. I know that i can use DX11 with profiles. It's not a secrect for me. I need a software mode with full featured DX11 profile. Again, you advice me that i don't need. It seem to me that this discussion is useless for me. It's better to close that topic if it goes that way. For some reason you just like decreasing reputation instead of real help.
  13. DX11

    Nick02 why are you teaching me what i need and what i don't need. I've already said what i need. If it's impossible now then ok i will cope with it. I don't care about performance at all. The only thing that i need is DX11 software mode to run my app without appropriate hardware, no more.
  14. DX11

    Thanks for answer. So as i understand correctly i need to provide a handle of my main application but not a handle of dll where my engine is? And after that it will work in software mode well? Ok, i will try. Just another question. What's the difference between software and reference mode? And what do you mean "built-in software rasterizer, called WARP". I've heard a little bit about that mode and i've thought that it's software mode which works a little bit faster when usual software mode and i don't know why. But the problem is that only DX10.1 is available on Win7 with that mode and it's not suitable for me.
  15. Hi. Is it possible to run DX11 application in software mode on Win7? I've tried but i've had an error "incorrect parameter". I know that i need to put handle of module as one of parameters and i did it but it's not a handle where a window is. Is it ok? Could anyone help me? Maybe anyone has an example? Thanks.