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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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  1. Yes, for the most part the code is the same minus the binary flag and the ".mesh". And yes the BinOut does fail
  2. I am currently writing a Maya exporter. i already got it working in .xml format but im trying to port it over to a binary file. When I try to create the binary file it always fails. Any Ideas on why this might be:   string path = writeOutMesh.m_strName + ".mesh"; std::ofstream BinOut; BinOut.open(path.c_str(),std::ios_base::binary | std::ios_base::trunc);   if( !BinOut.is_open() ) return;   It always hits the return. Any help will be much appreciated  Thanks 
  3. Thanks for the tips. And yea i have been looking for tutorials but all they do is confuse me
  4. I have been trying to make a particle engine for a while now. i think i understand the base mechanics behind it but i can't seem to put it together. my end goal would be to a particle engine based in drx9 that uses shaders. So if anyone could point me in the direction of a simple particle engine tutorial or on here i would greatly appreciate it. another question if doing particle with shaders the only thing that would get update c++ side would be the position right???
  5. public static void fightTech() { boolean fight_tech = true; int basedamage = hero_strength - s_defense; final int LOWF = 1; int damage = (int)(Math.random() * (basedamage - s_defense + 1)) + LOWF; final int HIGHF = 20; int ROLLF = (int)(Math.random() * 20) + 1; int crithit = basedamage * 2; while (fight_tech) { if (ROLLF = 14 && ROLLF =19) { System.out.println("Critical hit!!!!!"); s_health = s_health - crithit; System.out.println("Slime has " + s_health + " health left"); slimeAttack(); } System.out.println("Slime has " + s_health + " health left"); } } public static void defendTech() { final int LOWD = 1; final int HIGHD = 10; final int ROLLD = (int)(Math.random() * (HIGHD - LOWD + 1)) + LOWD; if (ROLLD =4 && ROLLD < 10) { System.out.println("Close but not close enough. You only blocked 25% of damage."); } else if (ROLLD == 10) { System.out.println("You managed to roll out of the way. Took no damage"); } } a few things i saw: In fight_tech() : the fight_tech boolean is never set to false. You have an if check that sets ROLLF 14 and 19 every iteration in defense_tech(); simialr situation you have an if check that sets ROLLD to 4 every iteration
  6. Thank you so much the static cast was exactly what i needed.
  7. Hello all, i have been working on a particle system for a while now, but its just not coming together the way i need it too. i am at my wits end with it. the main prblem i have is that my spread doesnt spread at all, it lingers trailing behind the object its attached to. heres how i start it p->SetDirection ( Vector2D_Rotate(direction,DegreesToRadians(float(rand() % int(Spreadrate))))); pos.fX =(float) m_vStartPosX; pos.fY =(float) m_vStartPosY; p->setPosition(pos); and its update m_vPosition.fX += Direction.fX * m_vVelocity.fX * dt; m_vPosition.fY += Direction.fY * m_vVelocity.fY * dt; any help would be much appreciated