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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.

Anthony B

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  1. [u]well i kinda had the same problem but you can try to work around by looking at a simple MD5 example here and understand quarternion if that such a big deal for you [/u] you can look here [url="http://tfc.duke.free.fr/coding/md5-specs-en.html"]http://tfc.duke.free...5-specs-en.html[/url] its based on quarternion .. well.. instead of dual quaternion(wich is stated in "ViewScene" fbx sdk example).. or bones matrices from assimp.. wich i never understood whats a damn matrix.. lol
  2. Im currently using linux ubuntu i used that tutorial made for windows -> [url="http://3dgep.com/?p=1053"]http://3dgep.com/?p=1053[/url] its using openGLUT i converted it by hand when i render it.. it seem that the right leg of the model is pulled randomly vs the top left border of the application window while i saw it in various angle *note* i changed the definition of [i]floorf [/i]to [i]floor[/i] because theres no such mathematical equation definition on linux test #1 ive noticed that with a different model the pulling went in a different direction test #2 with no animation and initialisation with SDL no problem test #3 i tried the main ressource of from where the tutorial inspiration came from and it work great.. sorry for any problems ive caused to you
  3. *bump* nvm i fixed it
  4. i looked at one the files wich is [i]milkshape.cpp[/i] and inside it was stating NTFS library -> #include "fstream.h" well w/e ive replaced it with normal file loading but the thing is after ive compiled it, when ive run it, asked me a newer library of STD C++... wich i didnt really understand why or so it do use such library version. So ive looked inside my library but the program is trying to load an newer unexisting library wich is not provided by an update! can someone help me?
  5. i looked at one the files wich is [i]milkshape.cpp[/i] and inside it was stating NTFS library -> #include "fstream.h" well w/e ive replaced it with normal file loading but the thing is when i tryed to compile it asked me a newer library of STD C++... wich i didnt really understand why or so it do use such library version can someone help me?