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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.

pozitiffcat

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  1. Hello. I uploaded the new version. It's beta 2! Changes: + added timers / improved perfomance, up to 33% on Android devices + two lib's version, release and debug / String is now dynamic / little fixes / left-handed matrix by default / eclipse wizard now requires .NET 2.0 (previously was required .NET 4) [url="http://rghost.ru/40048252"]download[/url]
  2. Thank's. I will continue to work just as well [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] Did you try to use Android wizard? (not have documentation)
  3. [color=#b22222][b]I hope, that everything is clear. I don't use translate.google.com for translate first chapter.[/b][/color] [b]Introduction.[/b] This file is official book of OCGE (engine). Engine designed by Malchenko Alexey of Togliatti city – it’s me. I decided to make easy and handy engine with tools for crossplatfom compile your source. The basic idea, to make portable source code between Windows, Linux or Android OS, and to write a clear documentation. In additional there is a documentation for all engine functions. I will try to describe the features of engine and indoor mechanisms at work him. The engine designed for write a small casual indy games, but if the programmers has experience then may write a larger project. May be have to agree some moments with me, that would I may add to required functionality. On 1 august 2012, my site is [url="http://malcdevelop.ru."]http://malcdevelop.ru.[/url] Please asking question in me forum. The engine has self-model and image format. It is also same included shaders – with lighting and texturing, with lighting non-textured, with shadows. You don’t care for switch this standard shaders, engine make it for you. You shouldn't cares for switching this standard shaders, engine make it for you. It is book will have general principles of work on this engine. [b]CHAPTER 1 – BASICS[/b] In this book I would like bring to you the basics of this engine, I will do it in this chapter. Initialization algorithm. To write logic, to need initialize system. That would make this, setup the IDE, call wizard or handy setup for include paths. Then get instance class of engine and make window of the right size. Then depending on platform, call event listener of window in cycle, render scene and call signal of end draw. From theory to practice: #include <ocge.h> For saving portability for source code, we will create two functions is createEngine and drawEngine. These two functions will be called sequentially, from main function of our program. If you compile on Android OS, then this functions to call in appropriate JNI functions. Declate the global variables: [source lang="cpp"]ocge::IEngine* engine = 0; ocge::ISceneManager* smgr = 0; ocge::ICamera* camera = 0;[/source] createEngine function: [source lang="cpp"]void createEngine(int width, int height) { engine = ocge::createEngine(); engine->init(width, height); smgr = engine->createSceneManager("smgr"); }[/source] ocge::createEngine() returned pointer to engine. Don’t call it again. What happened at running this function: creating a new instance of engine and transferred to programmer. engine->init(width, height) initialize of system. What happened at running this function: is remembered projection matrix, creating a window (if non Android OS), setting up viewport and loading standard shaders. smgr = engine->createSceneManager("smgr") creating new scene manager. Scene manager need for create new objects and render scene on screen. What happened at running this function: creating a new scene manager and adding at scene manager list, of engine. drawEngine function [source lang="cpp"]void drawEngine() { smgr->render(); engine->endDraw(); }[/source] smgr->render() perform render scene. Inside that is a very hard mechanism. What happened at this function: setting up self in state (for domestic purposes), if called non renderToTexture function then generate shadowmaps for first available light source. Remembers the viewProjection matrix and view matrix for domestic purposes, then setting up skybox position, clear screen and draw IEntity. The rendering process a IEntity: binding a shader of object, if shader not binded. Binding textures and setting up uniforms, call callback function onEntityRender at shader, setting up buffers and draw object. Then process behaviours and particle systems. engine->endDraw() draw finished and displays to screen. Binding of one. For windows it may be as follows: [source lang="cpp"]int main() { createEngine(640, 480); while(engine->loop()) drawEngine(); return 0; }[/source] engine->loop() calling event listener at window (process messages at windows, linux, macOSX) and update deltatime variable. But for Android OS a little bit differently. Process messages works on Java code. In turn java code starts the native jni functions, which creating window and openGL context. An example of how this might look like: [source lang="cpp"]void Java_com_example_hello_DemoRenderer_JNIOnSurfaceChanged(JNIEnv *vm, void *reserved, int w, int h) { createEngine(w, h); } void Java_com_example_hello_DemoRenderer_JNIOnDrawFrame(JNIEnv *vm, void *reserved) { engine->loop(); drawEngine(); }[/source] As you can see, there is no cycle.
  4. When I translate documentation, I post message here.
  5. I'm sorry for the book [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img] . You may use translate.google.com.In a short time, I try, translate on English, because I speak not very well.
  6. Try it mirror. http://rghost.ru/39670787
  7. I decided that this thread is best suited for me post. I wish that you would rate me project, and testing. Me engine is crossplatform. At the moment aviable Android and windows. The OCGE is Object Oriented Graphics 3D Engine for write Casual games on C++. This engine is crossplatform and uses for Windows and Android (may be linux). Features: cg3d models (exporter from 3DS MAX) oi images (converter from any image formats) media source may be *.zip archive with compression C++ classes and callbacks classes Scene managers Texture fonts Render to texture Particle callback builder Data class for any nodes Shaders Post effects Shader callback at every entity and more... Distributive has PDF book with tutorials of the OCGE. Official web site: http://malcdevelop.ru If you have any questions, please visit my forum: http://forum.malcdevelop.ru I'm sorry if i write in the wrong thread