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      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.

serumas

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  1. If we are talking about vector container and multiple erasings on single iteration... Best way do not erase on itaration, becouse it will be data copy nightmare. You can instead of erasing element copy to its place next element and on end iteration resize vector; This will guaraty that one element wount be copied more than one time + resize copy.
  2. so is it posible on dx to merge several sprites to texture and get texture like merged layer on photoshop - change alpha chanel calculation
  3. :) its directx   but i know what you mean
  4. Yes you are right it becomes 0.3. I need a transparent texture, so ARGB must be. I just want to merge sprites as in photoshop layers :)   so is it possible that alpha chanel  for target texture not overwrites but adds  newAlphaChanel = 1 + 0.3
  5. i can understand what 3 means. 3 of what? ok target texture has alpha chanel 1   sprite has 0.3  , i render this sprite to texture , what alpha and colors i will get?
  6. Nahh,   bouth cases has blending mode enabled   1 case:   a) Clear screen with solid color  = ARGB(1, 1, 1, 1) (any solid color) b) Draw sprite with sprite color  = ARGB(0.3, 1 , 1 , 1)  (D3DRS_SRCBLEND, D3DRS_DESTBLEND as written in topic) (simple shader return textureColor * color;)   2 case: a) Clear screen with solid color  = ARGB(1, 1, 1, 1) (any solid color) b) Clear render target texture with solid color  = ARGB(1, 1, 1, 1) (all pixels alpha == 1) c) Render sprite to target texture color  = ARGB(0.3, 1 , 1 , 1)  (D3DRS_SRCBLEND, D3DRS_DESTBLEND as written in topic) (simple shader return textureColor * color;) d) Render target texture color = ARGB(1, 1, 1, 1) (than i render this texture it has all pixels alpha == 1)   problem apears on c). Render target texture has solid color for example yallow, rendering sprite with alpha == 0.3 the new pixel color should be finalColor = targetTexColor * (1 - 0.3) + spriteColor * 0.3  after that target texture renders to screen srcreeTexColor * 0.0 + renderTargetColor * 1.0   So...   1 case: screen color = yallow screen * (1 - 0.3) + sprite * 0.3   2 case: target color = yallow , screen color = any screen * 0 + (target * (1 - 0.3) + sprite * 0.3) * 1.0   Should be the same color , but but no....
  7. Yeah, this is two cases, than i render the same orange texture to screen and to texture , becouse it has alhpa chanel == 1.0 it apears in both cases the same exact color . There is no problem. Problem is colors with chanle alpha != 1.0; They becomes darker and grey independent on background.
  8. Hi, what would be so wonderfull if you guys help me to solve this problem. I cant get why rendering to screen buffers and to texture so differs.   Bouth screen and texture formats are identical A8R8G8B8, blending mode and params are exect SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA ); SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); but result so differs. Rendering to texture starting to become grey. I could imagine that it for sure could be gray(darker) if destination would be black. But its not. In bouth cases its filled with bold color with alpha == 1.0 I have tried lots of different params and states, so now iam desperate...  
  9. http://yourgameideaistoobig.com   unbeleavble numbers,   please add average artist salary in your country and your artistic-programing skills tables, I got 400000$ and 19 years on my project, but in true it took me just one year and hired one artist...
  10. I think there is no need to track server and client time differences in such games, becouse there allways will be latency between them. To avoid such problems related to this latency or time speed hacks client and server are working with village (or accaount) time life. Lets say cient sends some event (starting building upgrade) it sends together village life time shtamp. Server checks if it is possible to start this event (if its enough money in that lifetime shtamp) if so writes to database event, if not sends callback of problem. In such way theres no need to send events in exact time they accure, these events could be grouped and let say send once in a 5 minutes. If no events there made client sends ping. If ping or grouped events  didnt come more than (5 + some latency constant)  minutes server writes that client loged off. Becouse of maybe app crash of low battery client could not send logoff event. So theoreticaly these 5 minutes is time period there client can work without internet.
  11. If you want to become an expert some day, you must go this way and reinvent something every time.
  12. http://www.sfml-dev.org/documentation/2.1/classsf_1_1Texture.php#aa6fd3bbe3c334b3c4428edfb2765a82e     what about veretex, are there normalized texture coords? Think no , becouse I just copied that sentence directly from them documentation. Or its only in new version?
  13. For me in SFML there are several stupid things   its a int mixing with float in texture size(why these cast) and texture coordinates are defined in pixels (they are not normalized (between 0.0 and 1.0f), as people who are used to graphics programming would expect).
  14. Im not a fan of quadtree or octree, but must admit that article its one of the best...