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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.

Axium Cog

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  1. Thank you sir i believe i have enough to get started. You have been very helpful.
  2. [quote name='BCullis' timestamp='1338157810' post='4943819'] A good server/client setup doesn't trust the client as far as it can throw them. Clients should send input and render visuals/audio. Server should be authoritative for everything else. [/quote] I see the value in this but doesnt that put alot of load on the server? [quote name='BCullis' timestamp='1338157810' post='4943819'] Basically, the client should tell the server "player clicked on this object while at its current location", and the server will be able to determine "that's standing in front of a control lever, so now they've opened the bay doors, which I will update the game state with and notify all my clients and AI/physics routines". [/quote] So 3d mesh collisions are handled server side? I can understand not being able to trust the client with saying what direction it was facing cause then you end up with CS snap shooting shenannigans, but this seems a little odd to be completely server side. Could you elaborate on the physics portion of this? As a side note once i get a firm understanding of all of this i plan to post a conceptual template of where each piece of behavior takes place and the general structure/routine of these engines.
  3. [quote name='BCullis' timestamp='1338155640' post='4943811'] Graphics(shaders, cameras, animation (which can overlap with physic...) ) Physics Input Networking AI Content/resource management (level loading, scenegraphs, segment-culling or segment-pausing, etc) [/quote] This is more along the lines of what im looking for, thank you. [quote name='BCullis' timestamp='1338155640' post='4943811'] So what would you like more specific information on? [/quote] As far as multiplayer games are concerned, i know some of these functions are offloaded from the client and placed on the server. I know its a balancing act of just how much do you place on the server, but any guidelines would be helpful. This is what i know so far: Client Side- User Input, Graphics, Physics, Resource management, and of course some aspects of networking. Server side is a little more enigmatic, aside from managing connections, what does the server handle? I imagine AI, keeping track of locations, and informing clients of what they can see? Thank you both for your help thus far.
  4. I am a computer science major, and very familiar with C#. The idea here is to create an engine from scratch. Im just not sure where to begin. I have XNA and OpenTK which are great to keep from reinventing the boilerplate but as far as how to structure an engine has proven a bit enigmatic. Thanks for your help so far.
  5. Ive been combing the forums and havnt found much generic help on the subject, mostly just highly specific topics, so here I am. I am beginning a Multiplayer First Person Shooter in C#. If anyone could give an outline of what the major parts of such an engine are, what aspects of functionality are handled by which part, and if possible a skeleton of such an engine would be greatly appreciated. Please keep replies as verbose as possible, post such as "just use XNA" are not inherently helpful. Please describe how to leverage XNA. This post will likely help others in the future. Thank you in advance for your help.