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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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About Mr.L

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  1. ok, got it, i report when i implemented it, thanks
  2. I hava a 3d map consisting out of triangles and player with a collision sphere. it looks a bit like this: http://ika.wdfiles.com/local--files/terrain-generation/Terrain.png I've Managed to reslove collisions with just one triangle. But i don't get it to resolve with multple objects, the sphere sinks in the floor time to time when i just resolve every MTV. So how can i make it right?
  3. you mean even the player as a bunch of triangles?
  4. There's something i don't understand about collision: When i want to detect a collision between a polyeder (obstacle) and a sphere(Player), do i have to check collision between the Sphere and the polyeder(Sep. Axis th. 3d) or between the sphere and every face of the polyeder?
  5. ok, thanks, that helps me a lot
  6. ok the code should look like this -loop objects and flag if behind the player. -sort the objects, ignore the flaged ones. -check for collision on each face of each object, break if collision with face. -save face normal,bulletpositiono. -draw the bullet hole. is this right?
  7. ok so should check and loop all faces of all thetrahedrons, and not check all thetrahedrons first? wouldn't it save processor time by checking all thetrahedrons first, or did i missunerstand something?
  8. i think the title explains it pretty good: i want to make a function that takes the player position(start of the bullet path,vector)and the bullets direction, loops through all the Objects(thetrahedrons) and returns the Vectors Position and angle of the BUllet decal. although I have a fairly understanding of 3D geometry, i Have no Idea how i should solve it, expecialy the position in the thetrahedral.
  9. sorry, a friend has just told me, so it has done itself.
  10. no I ve got another Problem with the same Project: I made a little map format to create a map with a text editor and an interpreter for it. but haw can i dynamicly add new Objects to the level?
  11. thank you both, but i think Aardvajk, is right, i'll have to make an extra array
  12. sorry but i don't get the pointer cast, can you show me how I workds with pointers?
  13. To describe my Problem I have to expand a little: I wrote a game all of whose Objects(Timers,Inventory-Itemens, Walls, Trees...) are classes based on a subclass calleg gobject. The classes which are direct in the world(Trees, Players, Walls) are also based on a class called wobject which is based on gobject. always when an Object is created it gets automaticly added to a huge array of gobject pointers. The trick here is, that that even the most unimportant object has a virtual handle function, which is called on a big loop, that calls every handle for each pointer in the array. For example if the Player has an Item in his inventory, that automaticly heals him, I can write this in the virtual function of the class autopotion. but the Problem is, for example in the collision detection, I have to acess Attributes like height, width and position. How can I acess this attributes form the Pointer-Array?
  14. Ok I finally figured out how to use SAT 3d But how can i resolve the collision. I first wantet to just reset the last step at a collision, but that seams unnatural. Does anyone have a better Idea?