• 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

124 Neutral

About mathacka

  • Rank
  1. Hi,    I'm making a 2D spaceship-shooter game that moves in all directions, (i.e. ( -x, +x ),( -y, +y ) ).   I'm trying to make the spaceship face the direction of the movement according to a virtual joystick. The virtual joystick has it's x and y coordinates working correctly and they are normalized (ie. between -1 and +1) in both x and y.   I'm able to set the angle of the image I'm using by a call to    SetSpriteAngle(spriteNum, angle)   where the angle is in degrees. The problem I'm having is with the trigonometry involved.   I know from trig that calculating the angle is radius*cos(x), and I could be wrong on that, so I tried this:    x = GetVirtualJoystickX(1) y = GetVirtualJoystickY(1) r = sqrt(x*x + y*y) angle = r * cos(x) SetSpriteAngle(1,angle)   Problem one is, there's no account for the Y direction, so I tried:   angle = r*cos(x) + r*sin(y)   Still a problem, just not working correctly, so I tried arcsine and arccosine:   angle = r*aCos(x) + r*aSin(y)   Now the image is just flipping in what seems like a random direction, and just in case it was calculating, instead of the total angle, perhaps it was the angle from the x intercept, so I tried:   if GetVirtualJoystickX(1) > 0 and GetVirtualJoystickY(1) > 0 //angle = angle     elseif  GetVirtualJoystickX(1) < 0 and GetVirtualJoystickY(1) > 0         angle = angle - 180     elseif  GetVirtualJoystickX(1) < 0 and GetVirtualJoystickY(1) > 0         angle = angle - 270     elseif  GetVirtualJoystickX(1) > 0 and GetVirtualJoystickY(1) < 0         angle = angle - 360     else         angle = 0     endif   Now it's only flipping as if angle is close to 0 and moving occasionally in a certain 270 degree position  I believe,   So I guess I'm going to have to admit that my trigonometry skills aren't what they used to be and ask you guys for some help, by the way sin(x) is where x is in degrees and sinr(x) is where x is in radians, so I might be missing it there too, frankly I'm just too confused to get any farther right now.   Thanks guys!
  2. Update: It is showing the cube when I refresh the screen by tilting the device till it refreshes sideways, then it's showing both sideways and normal wize.  How can I update the screen to get it to refresh when it first loads?
  3. UPDATE:  This is working once I tilt the device to do a refresh, now I need to see how to initially refresh the screen.   How can I programatically tell it to refresh the screen?     I commented out just about everything I could, and the only thing that did was make the cube not appear once, however with it all uncommented it's just "blipping" a cube to the screen then disappearing.   public class CubeRenderer implements GLSurfaceView.Renderer { public CubeRenderer(boolean useTranslucentBackground) { mTranslucentBackground = useTranslucentBackground; mCube = new Cube(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); mTransY += 0.075f; } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0,0,width,height); float aspectRatio; float zNear = 0.1f; float zFar = 1000; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio = (float)width/(float)height; gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size / aspectRatio, size / aspectRatio, zNear, zFar); gl.glMatrixMode(GL10.GL_MODELVIEW); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); if (mTranslucentBackground) { gl.glClearColor(0, 0, 0, 0); } else { gl.glClearColor(1, 1, 1, 1); } gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); } private boolean mTranslucentBackground; private Cube mCube; private float mTransY; }   I'm not sure what's wrong with this code, it is showing a cube, very briefly, then disappearing, any suggestions as to what's wrong?   Here's the cube class:     class Cube {     public Cube()     {         float vertices[] =          {                 -1.0f,  1.0f, 1.0f,                  1.0f,  1.0f, 1.0f,                  1.0f, -1.0f, 1.0f,                 -1.0f, -1.0f, 1.0f,                                   -1.0f,  1.0f,-1.0f,                  1.0f,  1.0f,-1.0f,                  1.0f, -1.0f,-1.0f,                 -1.0f, -1.0f,-1.0f         };          byte maxColor=(byte)255;                  byte colors[] =          {         maxColor,maxColor,       0,maxColor,                 0,       maxColor,maxColor,maxColor,                 0,              0,       0,maxColor,                 maxColor,       0,maxColor,maxColor,                          maxColor, 0,       0,maxColor,                 0,       maxColor, 0,maxColor,                 0,              0,maxColor,maxColor,                 0,       0, 0,maxColor         };          byte tfan1[] =         {         1,0,3,         1,3,2,         1,2,6,         1,6,5,         1,5,4,         1,4,0                         };         byte tfan2[] =         {         7,4,5,         7,5,6,         7,6,2,         7,2,3,         7,3,0,         7,0,4         };                 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);         vbb.order(ByteOrder.nativeOrder());         mFVertexBuffer = vbb.asFloatBuffer();         mFVertexBuffer.put(vertices);         mFVertexBuffer.position(0);                  mColorBuffer = ByteBuffer.allocateDirect(colors.length);         mColorBuffer.put(colors);         mColorBuffer.position(0);                 mTfan1 = ByteBuffer.allocateDirect(tfan1.length);         mTfan1.put(tfan1);         mTfan1.position(0);                  mTfan2 = ByteBuffer.allocateDirect(tfan2.length);         mTfan2.put(tfan2);         mTfan2.position(0);     }     public void draw(GL10 gl)     {         gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);         gl.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);              gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);     }     private FloatBuffer mFVertexBuffer;     private ByteBuffer  mColorBuffer;     private ByteBuffer  mTfan1;     private ByteBuffer  mTfan2; }     And here's the Activity class:   public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); GLSurfaceView view = new GLSurfaceView(this); view.setRenderer(new CubeRenderer(true)); setContentView(view); } }
  4. Thanks for the list, I appreciate that!
  5. Hi, I'm trying to become an indie game developer. I'm learning directX atm and I'm trying to figure out what direction to take.   I'm wanting to develop intensive 2D and perhaps some simple 3D games.   I've looked into the windows store, but I'm not sure that's the place for me. Are the retailers to sell games for real, or are there a lot of scams out there?   How do I find a trusted retailer to sell my games? Should it cost money to sell my game? What programming API's should I be looking to develop with that will encompass 2D and 3D desktop games? What do I do if I want to go mobile, the API's seem unrefined for beginners?   I know these are a little bit scattered questions, I'm just full of questions, I really want to make games.
  6. DX11

    Cool, I might consider doing xna stuff after all, it will be faster to deploy. Yeah, I'm sure I'll brush up on my linear algebra, that's all the graphics books talk about in the first 3 chapters it seems.
  7. Thanks for the info!
  8. I own, "Introduction to 3D Game Programming with DirectX 10" by Frank D. Luna, is that a good book to start with. I havn't read it yet?   Is directX 11 much different from directX 10? I know everything is going to shaders now, even if I learn shaders in directx 10 will I be able to write in 11?
  9. DX11

    I own "Introduction to 3D Game Programming with DirectX 10" by Frank D. Luna. I haven't really read it yet, would that be a good place to start. Also I heard "Game Coding Complete" uses DirectX 11 and is great for beginners?
  10. Unity

    All I'm finding is the XNA tutorials by Rb Whitaker. HLSL sounds good. I'm just now getting focused in my learning.
  11. Thank you, I'm thinking about getting the game coding complete book!
  12. Unity

    Isn't there a second way to program shaders, someone calls it the "assembly way". What's that, and what should a beginner learn, or what is the benefits?
  13. What does he mean when he says the "assembly way", I thought it was all HLSL?
  14. Which DirectX API should I choose to use?   Is there an easier way to code in DX11 or DX10 even compared to 9?   Are there more things to check for before initialization of a DirectX interface?   Since they're all backwards compatible, why not even use DirectX 1, Microsoft still uses tutorials for this?