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      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.

Adam West

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  1. Yeah im keen for this, anyone in need of a programmer for their team or any artists who want to help me?
  2. Hey guys, I had a pretty cool idea while i was at work, What if we started a community team and made some free to play games? It would be great experience for those just starting to get into game programming and some more portfolio content and examples which can be used to give a leading edge in job interviews. With the holidays coming up this could be a fun experience for everyone. If you're keen to lend your creative skills, send me an email at aburton.live@gmail.com so we can get this up and running, I shall run some polls as to what kind of game we should make first. Time wont be an issue as this is for fun and the overall experience of game design.
  3. Hey guys, I had a pretty cool idea while i was at work, What if we started a community team and made some free to play games? It would be great experience for those just starting to get into game programming and some more portfolio content and examples which can be used to give a leading edge in job interviews. With the holidays coming up this could be a fun experience for everyone. If you're keen to lend your creative skills, send me an email at aburton.live@gmail.com so we can get this up and running, I shall run some polls as to what kind of game we should make first. Time wont be an issue as this is for fun and the overall expeience of game design.
  4. Hey there, I was wondering if there are any other window libraries that are usable with directx 11. I know sdl is a viable option for DX9 but its a bit of hard work. I dont like the layout of the Win32 API that much. Thanks.
  5. hey there, i was programming some network stuff and i went to complie and i was met with this message, could you help me becuase i see nothing wrong with my initialization of a pointer: [CODE] #include "main.h" #include <irrNet.h> MyNetCallback* netCallback = 0; net::INetManager* netManager = 0; int ping = 100; //miliseconds will be calulated later core::vector3df playerPosition; core::vector3df playerAnimation; //no idea how to implement this yet [/CODE] [CODE] Error 1 error C2143: syntax error : missing ';' before '*' Error 2 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 7 Error 3 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Error 4 error C2061: syntax error : identifier 'MyNetCallback' [/CODE] thanks guys, this forum is awesome
  6. [quote name='Hodgman' timestamp='1344589674' post='4968019'] In your project properties, there will be a c++ compiler option called something like "additional include directories". You need to add the parent of the 'enet' directory into that list (either as an absolute path, or a relative path from the project file). [/quote] exactly, i have set them as a relative path as i said before, but still i get these errors
  7. sure, they are: [CODE] Error 1 error C1083: Cannot open include file: 'enet/enet.h': No such file or directory 24 IntelliSense: cannot open source file "enet/enet.h 25 IntelliSense: identifier "enet_initialize" is undefined 26 IntelliSense: identifier "enet_deinitialize" is undefined [/CODE] i've linked and included everything as the documentation states?
  8. hey there, so im using enet for a programmign project yet there are errors saying it can find the source headers and the functions, even though ive properly linked all the files, is this common for enet? [CODE] #include "main.h" #include <enet/enet.h> void redNovember::initNetwork() { enet_initialize(); } void redNovember::shutdownNetwork() { atexit(enet_deinitialize()); } [/CODE] im using vs 2010 by the way., thanks for your input.
  9. hey there, so i was wondering how you would make classes that could use pointers form other classes. i need this in irrlicht so it will play niecly with every other abstracted piece of the game enigne. here is an example of what i need: [CODE] class class1 { device *myPointer; void initializeGame(); } class class2 { void load model(); //functions require the same pointer from the first class } [/CODE] any input is awesome, thanks
  10. hey there, im having a brainfart with my shooting function in an fps game. if i give a variable of rounds per second which will throttle the amount of times an if statement is run in a loop per second, how would i do this with delta time?? in english, i dont know how to implement a system where the gun will only fire e.g. 5 rounds per second, thanks in advance.
  11. ive changed it a bit but ithink the problem is [color=#000000][size=2][left][background=rgb(250, 251, 252)]physxManager[/background][/left][/size][/color][color=#666600][size=2][left][background=rgb(250, 251, 252)]->[/background][/left][/size][/color][color=#000000][size=2][left][background=rgb(250, 251, 252)]simulate[/background][/left][/size][/color][color=#666600][size=2][left][background=rgb(250, 251, 252)]([/background][/left][/size][/color][color=#660066][size=2][left][background=rgb(250, 251, 252)]TimeElapsed[/background][/left][/size][/color][color=#666600][size=2][left][background=rgb(250, 251, 252)]);[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)]here is the updated code[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)][CODE] float redNovember::FindElapsedTime() { irr::u32 now = device->getTimer()->getTime(); irr::f32 TimeElapsed = (now - then) / 1000.f; // seconds then = now;[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)]return now;[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)]void PhysicsManager::StepPhysics() {[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)]float TimeElapsed = FindElapsedTime();[/background][/left][/size][/color] [color=#666600][size=2][left][background=rgb(250, 251, 252)] // Set the physics simulation going physxManager->simulate(TimeElapsed); // Wait for the physics simulation to finish physxManager->fetchResults(); // Render Physx debug data physxManager->renderDebugData(video::SColor(225,255,255,255)); } [/CODE][/background][/left][/size][/color]
  12. hey there, for my game i am trying to implement a method wich will be called in the game loop to calculate the physics. the time elapsed is required. for some reason which is unknown to me i keep getting and unhandeled exception? what is wrong with the code? [CODE] void PhysicsManager::StepPhysics() { // Get frame delta time: NOT WORKING const u32 time_now = device->getTimer()->getTime(); const f32 frameDeltaTime = (f32)(time_now-time_then)/1000.f; // Time in seconds: /1000.f time_then = time_now; // Set the physics simulation going physxManager->simulate(TimeElapsed); // Wait for the physics simulation to finish physxManager->fetchResults(); // Render Physx debug data physxManager->renderDebugData(video::SColor(225,255,255,255)); }[/CODE] time_then is defined elsewhere as the time from when the program began
  13. [quote name='kunos' timestamp='1340181957' post='4950884'] [quote name='Adam West' timestamp='1340179894' post='4950881'] nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it. [/quote] Which will actually make it more an "engine" than an "editor"... and, at that point, you'll go against Unity, UDK, CryEngine and all the rest. The point is that the feature you are quoting as added value over blender have to be implemented in the engine, usually an editor is tightly coupled with the engine it is producing content for.. [/quote] am i going crazy here.... it could be implemented into an engine, sure but its not! exporting these things as vectors and matrixes for the sdk inside the engine wrapped by the developer is what im aiming for. its not an engine, its an extended scene file....
  14. [quote name='Ashaman73' timestamp='1340177494' post='4950867'] [url="http://www.blender.org/"]Blender ?[/url] [/quote] nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it.
  15. Hey There, I was thinking about rounding up a few programmers to make a community to ultimately create a new open-source,cross platform level editor and creator, aimed at achieving AAA standard techniques. Also to create a new level format which indie gamers can use which supports all new features: what i am thinking of for features:[list] [*]Lightmap calculation and generation [*]lua event scripting inside the level format, to try and make the format as portable and very easy to implement [*]AI pathfinding painting tools [*]simple model editing [*]geometry instancing [*]model importing [*]texture painting [*]shader boxes. now what this is is a simply placed cube with an are etc which then prompts a user to attach a material or shader to it (glsl,hlsl) which then implements that shader to to that box. (it would be very useful for water, custom lighting etc.) [*]overall shader support [*]any other useful features the people of gamedev can think of! [/list] with the level format i was thinking of a package base where the hierachy would look like [CODE] / config.txt //where all the linking of objects would occur /mesh // all of the mesh objects /textures // all of the textures as .png or any other format /lightmaps /events //for all the lua scripts used /paths // for the ai pathfinding co-ordinates /shaders // for all the glsl/hlsl shader used [/CODE] the config file would link the shaders,textures,paths,scripts and lightmaps to the meshes. the possibilites are endless. due to this project being open source, any developer can modify it and recompile it to be used as their level editor specific to their game. if you are interested in taking part, please email me at aburton.live@gmail.com