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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.

Tzarls

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  1. You guys rock! Thanks for the time you've invested into this. I'll have to consider purchasing a game from you guys to express my gratitude. Thanks again.
  2. Great. Thanks! A little magic is always welcome!
  3. Hi Andreas. I have a small question regarding the usage of script objects...let me explain my situation so you can better understand what´s going on here:   I have 3 threads. One thread (let´s call it "main") can recompile the script upon user request. The other 2 threads (let´s call them "workers") create script objects and call their methods regularly. Both workers work at their own rate and can call objects´ methods a couple of times per second or several thousand times per second. Workers will be notified when the script has been recompiled by the main thread, and they will destroy the old objects (by calling their Release() method) and create new objects based on the new version of the script. The problem is that a recompilation can occur at any time and the workers may continue to use the old objects for some time before they have the opportunity to update them.   Now, as far as I´ve been able to test, having objects created with an old version of the script (even if the script has been recompiled) causes no problem at all. I´ve even had objects created with 3 different versions of the script, all living together, even if the older objects call global functions that no longer exist in the current compiled version of the script.   Is it ok to do it this way? Does Angelscript include some magic to make all of this work, or I have just been lucky, using some kind of ghost code that might eventually get cleaned up and cause my code to finally crash?   ps: I don´t care much about serializing my objects right now.
  4. What GUI lib are you using? In fltk (the one I use) you can access child widgets directly from the parent. So maybe you could store a pointer to the parent widget of the hierarchy tree (the main window) in the app and after the script finishes you can just access any left over widget from there.
  5. I can't look at your code right now but did you try with the jit on Angelscript?
  6. That would be a nice addition!
  7. I´m working on a graphicall programming system. Here´s a couple of videos showing what I´ve got so far:   http://www.youtube.com/watch?v=6jAInqDXcYI http://www.youtube.com/watch?v=TVU4mI9hZro   The las video shows AS running on a Raspberry Pi, an ARM/Linux based system.
  8.   Sorry.... somehow I got the idea he was releasing only the binaries as his IDE is tied to the game...
  9. Take a look at this thread:   http://www.gamedev.net/topic/636508-angelscript-on-flascc/#entry5015807   The guy there talks about a code editor he´s made... maybe you can get in touch with him and see if he can share his sources?
  10. Mmmm.... this is weird. I just rebuilt the library removind the "no-threads" flag to post the errors I was getting, and guess what? It builds fine... I´m sure I was getting undefined references to thread-related functions, and I´m sure those errors went away when I added the flag...   About AS_NO_ATOMIC... what´s exactly its function? What kind of atomic operations does AS expect to be supported and when should them be supported?
  11. One thing I forgot to mention is that when I build the lib on the RPi, I need to set the "no-threads" flag, otherwise I get lots of undefined symbol errors. What are the pre-requisites for getting threading to work with the lib?
  12. Files sent!
  13. This look ver very interesting.... awaiting for more news!
  14. Great! So now the work is complete! Until a bug appears...   I´ll send you the files later today so you can integrate them into the lib. I guess we´ll have to run some tests to check if the platform is being correctly identified when using "make" to build the lib.   Now.... All this exposure to ARM asm left me thinking... how difficult could it be to make a JIT compiler (based on an existing one for some other platform)? Maybe I´m being a bit optimistic, but hey, it won´t kill to ask, right?
  15. Actually I think there´s something maxing out the CPU, that´s why you´re seeing a slow screen refresh. I´ll reboot it now so you can continue debugging if you feel like doing it.   EDIT: Done! The RPi is waiting.