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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.

Nickie

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  1. Thank you for your replies-oppinions.   What I'm going to do is to prioritize the collision response of the objects that have largest area overlapped. This is most likely to solve the other problem(I hope).   P.S Randy nice tutorial you have written. It was really easy to follow and everything took place in my head. Good job.   MARKING THIS AS SOLVED.
  2. Illustration: http://s22.postimg.org/7agd30vap/Untitled.png So the little box is my character. The red arrow shows the current velocity(Some force to right + gravity). Below it are 2 blocks which has the same height. The problem is that my algorithm would solve the collision normals with error.(You can see them in green). These would mean that my character would not slide, but will stop in one place.  In this place both collision normals should have been UP(0,1).   Implementation details: I'm following this tutorial: http://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331     Is there something I miss and how can I fix this problem?  
  3. Raspberry PI is fun but its tricky to power it if you are not lucky like me. All of the charges in my house were giving ~4.70V and raspberry was constantly getting into random kernel panic.  Its fny that after I powered it with arund 5V it still didn't work. I found that the low voltage had erased random bits on the SD card and the image was corrupted... And I need to travel ~40 minutes to the closest electronics shop... Yet I'll try to power it by batteries using a linear voltage regulator. If I have time to buy one 0_0... Still I would recommend it.. Its nice to have linux in your pocket.
  4. The feeling of finding old code is awesome. Last week I found my old naruto(cuz there are sprites ) arena game in Visual Basic. Hah I wrote it when I was 13 or 14. Srsly I had multiplayer and 2 characters , though I didn't know what function is and everything was in one large, really large function(automatically generated from a timer I think, I had found that if I double click it shows me editor and I can start typing )   PS. I used the deprecated direct draw for drawing... . My greatest achievement was the moving camera that is following the character. Ohh also I found a vid of my game: http://youtu.be/gYePr5AMBJE hope you like it
  5. Find an option in VS project settings where the default is Multi-Threaded DLL or Debug Multu-threaded dll. Change it to simple "Multy-Threaded". That should work.
  6. Hello there! For some reason I don't really understand what you mean but I will try to answer your question...   What is you framework? How is everything working? +There are many good articles about stuff like this: http://www.gamedev.net/page/resources/_/technical/game-programming/how-to-structure-a-game-r3113 for example... Just pick 2 and read them.   I assume you don't want yout whole game to be in one file and you want to split the things up. First it makes common sence the core game's main loop to be after the initialization function. I wouldn't spli them up. Though every other component would get its own file. I'll give an example on how to do this.   objects.h #pragma once class Entity { public: virtual void update(float deltaTime) = 0; virtaul void render(/* render context */) = 0; }; class Player : public Entity { public: void update(float deltaTime); void render(/* render context */); }; //... and so on... objects.cpp #include "objects.h" void Player::update(float deltaTime) { if(key_pressed('W')) { move_forward(); } //... and everything else you would like to see in your player } void Player::render(/* context */) { if(player_visible()) { context->render(get_player_vertex_data()); } }   main.cpp #include "objects.h" void init() { } std::list<Entity*> objs; void loop() { while(1) { //handle events while(there are messages) { } for(auto i = objs.begin(); i != objs.end(); ++i) { (*i)->update(time); (*i)->render(context); } } } void kill() { } int main() { init(); loop(); kill(); return 0; } Everthing declared can be used, if it is defined somewhere in any of the .cpp files
  7. Hello everyone, I would like you to define some words. Model - does it consist of just one mesh? Or multiple meshes? Mesh - does it contain multiple objects. I mean should the mesh contain more than one pair of index/vertex buffers for example. Node - It may be scene node, and it contain pointer to the mesh/model?, the texture, shader, etc.(to allow using the same mesh with different textures). It contain also parent(if the scene is tree oriented), relative position, etc..   Where does the animation goes to? There are thousands of ways that come to my mind to handle animation. Is the character represented from long list of verticles(just one buffer)? If so, I guess animation would go into the mesh object.   These questions may seem easy to answer by some people but I would like to make the things clear for myself. There may be different interpretations of the words I mentions, but what do you understand/imagine when you see these words.
  8. Boost's shared pointers are now part of the C++ standart(11) if I'm right. Before that you could still find it in tr1. So bascially the standart library has some code to help you manage the lifetime of your objects altough its not language feature itself.
  9. Well I had the same issue. I was loading everything at program startup. If I use vectors for the chunks/blocks it takes around 30 seconds to load everything. VS told me that I'm stuck at the allocations. Moved to raw array and the result was fantastic. You could not even feel that its allocating ~150MB. I was shocked then, now it seems quite normal.Allocating(searching in the heap) is not that heavy operation if you request single block of data. Searching multiple time is the problem.
  10. Well, I my problem is that I cannot find a good book, because I don't know what keywords to use to the search engine, for example. I don't have problem understanding english tech literature. I've already read game coding complete. The guys seem to know what are they talking about. And still many of the stuff is not suitable for real world code. Game Engine Architecture - Thats was my next choice after GCC. Well, I guess most of the stuff were already coverted in GCC and it was really easy book. The only thing that I didn't know about was the character animation. Currently I'm reading a random book on design patterns hoping it will help me produce good code.   Khatharr - nope. There is only one or two books about programming(in general) in my native language. Even the student's books in school about programming related classes are in english.   P.S. If everything I need is experience then thats good. I already coded one engine(completely refactored/rewritten 3 times) and I guess I'm getting better and better. I was just looking for a way to speed up the process. From my point of view: Code can always be better. Even after I have passed the stage "everything should be perfect" I still have the feeling I miss something.
  11. Hello everyone. I'm catching a bad tendency about my code. Short after the piece of software grow at 20-25+ files the code seems to be hard to follow and understand. But with proper comments I can remove the last statement "understand". I'm trying to use some kind of patterns to achive better code however everything end up a big mess at the end. So... I fail to hide the complexity in my code. However I don't know how to google about books on the subject. I'm not native english speaker and I canno find good keywords.   My question is: Can you recommend me a good book that can help me write good code?
  12. Simply, no. The standart implementation of python(CPython) compiles the code only to bytecode.   For freeze - It saves the python bytecode as a C array and compile it in exe. then It simply run it by the interpreter. I guess py2exe use a similar way(as far as I know it does not require compiler). P.S. http://stackoverflow.com/questions/2912404/how-does-py2exe-actually-and-simply-explained-work If you don't want to read this: It still uses the standart interpreter to execute python bytecode. It is not turned into machine code.   Basically if someone decide to read your code or modify it, you cannot stop him. (Even if its in machine code/bytecode)   Also python bytecode keeps variables and function names, so I guess the source can be completely recovered from bytecode(without comments).
  13. Well as far as I know, windows/your app should check the running directory for dlls from that kind. You can just google the name of the dll, download and put it in the same directory.   -or-   http://msdn.microsoft.com/en-us/library/aa278396%28v=vs.60%29.aspx check this out. Use /MT (I'm not really sure will this work, but I managed to run my app some years ago on a PC without almost any runtime libraries.)
  14. Thank you. Everything I needed.
  15. Hello! Which is the right way of implementing skeletal animation? Does it worth? Hardware vs software? The first thing that pop into my mind is getting all data in memory and one dynamic vertex buffer. Each frame calculate new vertex position in software and update the buffer? Is this the right way of doing this? Yes or no? If no,can u give me a hint if 1-2 sentences. I don't deserve more.. after all I ask before I have tried anything ;/