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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 cluelessWanderer

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  1. I've looked at Chris heckers columns on rigid body physics and was able to implement a frictionless rigid body simulation,however, now I'm looking to implement dynamic friction.Unfortunately there doesn't seem to be alot of information available on how to achieve this on the net or maybe I haven't been looking hard enough. In any case I've come here to ask for assistance on how to achieve dynamic friction in my 2D rigid body simulation. Here's a temporary clip of what the simulation looks like currently: https://www.youtube.com/watch?v=OgBbqDXONQM
  2. So i was reading an sph paper(link: [url="http://www.matthiasmueller.info/publications/sca03.pdf"]http://www.matthiasm...tions/sca03.pdf[/url]) and everything was going well untill i reached the equations for the smoothing kernel. --The image of the equation is an attachment. Appearently i can't link images from imageShack.-- I've never seen piecewise functions like this before. So bolded "r" is supposedly a displacement vector and "h" is the support radius( a scalar). This begs the question,what is the unbolded r in this equation? The distance? So assuming r is the distance between two particles... If r is between 0 and the support radius "h" i compute (h^2 - r^2)^3 and then multiply that value by (315 / 64*pi*h^9) ? Also the paper doesnt give the gradients for the smoothing kernels so i guess i have to take them myself(assuming the del operator is the gradient in this paper)? after looking back at the article im confused to what the del operator actually does. If you refer to eqn (15) the right hand side of that equation evaluates to a scalar. right? If thats true then how does a scalar become a vector after the del operator is used(eqn 16)?
  3. [quote name='Cornstalks' timestamp='1337655181' post='4942068'] The simplest way would be using something like [url="http://icculus.org/physfs/"]PhysicsFS[/url]. Beyond that, it's a significant amount of work writing your own IO serialization/packing library. It's easy to write something out to a binary file, and it's easy to read it in, and it's not too complicated to just smash a bunch of files together into one big file. The significant amount of work comes from making changes to this big file. What if you want to change that .bmp or map file, or add or remove something? There are several ways to handle this, but if you don't do it right, it can be a huge pain in the butt. [url="http://www.gamedev.net/topic/622754-are-pack-files-pak-zip-wad-etc-worth-it/"]I started a thread about this[/url] awhile ago, you may be interested in some of the replies. [/quote] Thank you for your response. And for recomending this library it looks like it can help me achive my goals without alot of headache.
  4. So i've been trying to make this 2D game engine with opengl and SDL. Right now i've got basic physics down (its kind of like rigid body physics but not quite) ,Particle fluid(from that paper 'particle-based viscoelastic fluid simulation'), and soft Edged shadows. Anyway whats been bothering me for a while now was how im going to save all the information. I want to be able to store all the editor's resources in one big file. But i have no idea how to do this. The most i can do with binary files is read and write numbers. So it was easy for me to save the geometry of the level. I have no idea how im going to store multiple .bmps .jpegs into one file. Can someone shed some light on my issue?