• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

232 Neutral

About AngryPlatypus

  • Rank
  1. The SFML RenderWindow is already double buffered. The method draw(...) draws to the backbuffer and display() swaps the buffers. So there is no need for a RenderTexture in this case.   The texture's copy constructor loads the texture from the gpu in an image and creates a new texture from that image. Both done per pixel and as cpu operation which is definitely slow.
  2. Preprocessor(Release) should look like this: SFML_STATIC;WIN32;NDEBUG;_WINDOWS .....   You need to link the static libs. And for debug mode the debug libs. Try to remove the sfml libs from linker->input. and add this to your code file:   #ifdef _DEBUG #pragma comment(lib, "sfml-system-s-d.lib") #pragma comment(lib, "sfml-window-s-d.lib") #pragma comment(lib, "sfml-graphics-s-d.lib") #else #pragma comment(lib, "sfml-system-s.lib") #pragma comment(lib, "sfml-window-s.lib") #pragma comment(lib, "sfml-graphics-s.lib") #endif
  3. WinAPI and drawing dots with GDI? Sorry but I think that might be some of the worst ways to start with (3D) programming. If you start with a really high level toolkit like unity, then you can do things in minutes for which you might need years (if you have the endurance) going the way you have mentioned. Yes you won't understand what is going on in the background but you can learn that later or don't bother at all and continue making games.
  4. Vs2012 has its own DirectX SDK build in. It annoyed me too, but works fine now. See section 5 here: http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx   edit: you need to link the libraries like you would do it in vs2010
  5. How many different types of entities do you need for your game? Is there a possibility to reuse the entity system? Do you want to use such an entity system because you simply want to create one (and feel its power ;) )?   You can still define properties of your entities in data files and you can also call some script functions without a complicated system. What you cant do is: defining new types of entities in script/data. That would be cool but do you really need that?
  6. Do you store the XMMATRIX in an object which is dynamically allocated? This will give you alignment issues. Try to use a XMFLOAT4X4 for storing. You can convert between those types with XMStoreFloat4x4 and XMLoadFloat4x4.
  7. Hi there,   1. i don't like a void pointer here. For me void means it can be pretty much everything. But your character shall only drive vehicles and not buildings or other characters right? Why not use a base class like "Drivable" or "Vehicle" i.e. use Polymorphism here?   2. body->SetActive(false) should do it.