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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 stoneyrich

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  1. BeerNutts I can see you are a pro, but when i said I had no choice meaning considering alot of things I just got some samples codes of similar  implementation and tried to understand the appoach and it did work well for me.    I dont mind sending you my source code and see what i am trying to do or what i have done.    It is actually a Card game with an AI for a final project.
  2. Definately true as you put it, I do not have a background at all when it comes to threading etc.   I do not have much choice, because of the way I have decided to design my  application (card game). Nevertheless I found a solution the my problem and all seems to work fine.   After this project I will look extensively at how to use threading and more specifically Parallel Programming incase for future needs.   Thanks for your input.
  3. Please I need help ? I have a main thread to run (ProcessPlayerMoves) void StartGame() { if (mainThread == null) { mainThread = new Thread(new ThreadStart(ProcessPlayerMoves)); mainThread.Name = "My Main Thread"; mainThread.IsBackground = true; mainThread.Start(); } else { } } Then the players method is as follows: private sMove GetMoveForPlayer(Player p) { lastMove = null;   playerThread = new Thread(new ParameterizedThreadStart(p.Move)); playerThread.Name = p.Name; playerThread.Start(game.GameBench);   //Register a listener p.PlayerMoved += new PlayerMovedHandler(player_PlayerMoved);   // lastMove is assigned in the player_PlayerMoved handler while (lastMove == null) ;   // if we get here the player moved   //Unregister the listenter p.PlayerMoved -= player_PlayerMoved;   // Intervel Delay for the main thread  if (chkSimulationDelay.Checked) Thread.Sleep(simulationInterval);   try { playerThread.Join();  } catch (ThreadAbortException tae) { Console.WriteLine(tae.ToString()); } return p.CurrentMove; } During simulation there is no consitentcy, if i want to run say 500 games it just halts at 20 or sometimes 100 or 50. And i do not get an error, the game just stops but the program is still running.
  4. Thanks Mario,    Well it does answer and gives me a different look at my problem.    But does that mean the main execution loop will be the UI thread,            because as i said ealier i will take picture box click event responses from the UI.   My players will act turn by turn (where will this player turn switch be in the main executioin loop ? ) 
  5. Hi guys,   I need help.    I am designing a two player card game in C#, but i have a problem figuring out the following: The Main Game Loop (UI thread or a sperate thread)  Human Player and AI player should they be on different threads? I am going to run experiments with different pairings at the end of the game development.   my thoughts are below:    MainGameLoop()  {  //player A or B () //display card played () //check the scores () }   AI_Player() { //Constant thread runing to identify if its AI's turn to play. }   HumanPlayer() {    //A click event from the UI form. }  
  6. thanks @[b]iMalc[/b] well i tried my best to really explain it in a way any one could understand. I think it really had to do with time also but i was of the thought someone might have been in such a situation before. [b]@Stroppy Katamari[/b] Yes, after trials i noticed some components had loops.
  7. you could also look at it from this angle. any action to the board as input there must be a corresponding output. input > player x,o makes a move board : response to player input display changes to board output > check for winner , losers or draw This in a game loop can give a fair idea.
  8. Okay Guys thanks very much i noticed i had over 100 views yet no one came to my rescue. Well i was able to figure it out. in case anyone chanced upon this search and finds a simlar situation this is how i went about it. Using Graphs Representation and BFS & DFS for path or route finding [list] [*]i represented each conn.# or connector.# as a vertices or a node [*]created an undirected edge as a link or a connection to another conn.# object [*]created a graph out of the table [*]Used BFS,DFS to find the paths or route. [/list] for now that is the approach i have used and seems to work well
  9. Hi everyone ...i would like your ideas on how to go about this list problem. attached is a sample of the list am trying to work with: I want to achieve a list of possible route like this possible route 1 - 272<309<308>312>48 route 2 - 316<315>319>99 route 3 - 48<1420 < it begins from the left of the node > it end at the right side of the node any help ?
  10. Hi alvaro, Thanks soo much for your response and detailed explanation of my question. I was able to implement the transposition table. and there was an improvement from my previous experiment. Thanks once again...
  11. I am trying to implement a transposition table in my search incorporating zobrist key a brief description - at each position you have 13 different pieces, 1-6 from player 1, 1-6 from player 2, and 0 (empty) that means my zobrist key table will be of size 13 * 25. I filled my table with some random values wit the code below public void intZobristKeys() { Random ranZobristKey; ranZobristKey = new Random(); for (int positon = 0; positon < 325; positon++) { zobrist_table[positon][EMPTY] = ranZobristKey.nextInt(); zobrist_table[positon][PLAYER_ONE] = ranZobristKey.nextInt(); zobrist_table[positon][PLAYER_TWO] = ranZobristKey.nextInt(); } } am stuck where do i move from here as in the link between this and recording the actual moves in the transposition table eg {hashkey, state value, depth} etc any help ?