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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.

Damian.

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  1. Thanks, guys that helped. I used AdjustWindowRect, and now these lines are gone, and result looks much much better. Thanks again.
  2. Size of backbuffer is the same as window, and model was created in blender (smooth normals), and this model looked great in OpenGL :) I also tried VSync (off/on), didnt help.
  3. So I started playing with Direct3D11, and everything works fine except bad lines on my screen, its hard to see it on image, but in realtime, when something is rotating, its easy to spot.     Thanks for any help.   Direct image link: http://screenshu.com/static/uploads/temporary/wi/03/sw/534p3u.jpg
  4. Some people enjoy more in Engine Programming, some other people like Game Programming. For example, I didn't like to make amateur games (games just for portfolio, etc) in Unity, or other engines, If i make something just for fun i like to make it from scratch, but if someone is making games in studio, the best choice is to use Game Engine, its just my little opinion.
  5. It should be OK but, if I'm not wrong you need virtual keyword before void's :-)
  6. It depends what you want to do in development (Graphics, Programming, etc..)   But if you are going for programming, and you want to learn how everything works, then use OpenGL/DX. But if you want to program a Gameplay/AI/ etc.. then use some libraries for example SFML. And of course it also depends in what language you want to program.
  7. Why don't you try something like this?     function meatball() { var h = document.getElementById('hi').value; alert("I love " + h); }
  8. If you done some games in past, go for OpenGL, but if not then use frameworks/libs/engines.    And the another thing is that, what do you want to do. Games or Engines (If games then stick with engines), but if you want to learn more about 2d/3d graphics, how it works etc, then go for OpenGL.