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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.

buumchakalaka

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  1. Hi, thanks for the answers!
  2. Hi, im reading a openGl 4 tutorial that say that I have to upgrade my video card drivers (Nvidia or Ati) for get the libraries, the problem is that im learning to code in a netbook, so the cuestion is: Is posible to use the openGl libraries in a netbook?    
  3. Hi! I make some 2D games with SDL, now I think that is the moment to start making games in 3D. There are lots of options for learn 3D, but my main question is:  I should learn OpenGL and combine it with SDL, o is better option to use any 3D engine like Unity? I want to prepare for make games in profesional way... So, in this case, what is the best choice for avoid wasting time learning useless thinks? Thanks you in advance!  
  4. Hi all! Some people recommend me to use any version control software for help me in the organization and realization of my proyects. Im looking for information about source control and Im realy lost with the lot of things I readed in some minutes. Git, Merculial, Perforce, Bitbucket, etc, etc.   The only I need is a tool for support and made development easier, but from what I'm reading it seems that I will only complicate my proyects with those softwares.    I want to focus in make games, not in learn to use a source control software, so, what is the best option for a complete beginner in this matter?    Thanks you very much for the help!
  5. So, I can install all the static files in program files (like any other programs) and the dinamic files in the user's appData? That's mean that every user of the computer will have a diferent appData for my game, right? How can I writte this directory in C++ for, per example, save the content of a ofstream object? 
  6. Thanks for all the answers, I will put in practice some of your tips in my news proyects!
  7. Hi! Just a simple cuestion, ¿What directory do your chose for install your games since Program Files is limited to read only?  
  8. Hello! Im starting to make big proyects (of course, big in relation to my previous proyects) and I'm beginning to consider how to make game more efficiently. One thing I realized about my little experience is that is very important to design the whole game and the structure of the code before start writing, although I have not put this into practice. So what I should consider about this point? And in general, what I should consider for become a better game developer and make better games? Thanks you for the help!!
  9. Thanks, im not working on a console but its an option for the future, so its good to know this.
  10. Thanks for the answers.  Anyway, if someone knows how to write a setup, Im really interested in this. 
  11. Thanks you! With this information I can start researching about memory optimization. Edit: Just the last cuestion, how can memory leaks affect the preformace of the aplication?
  12.   In my case I think the problem with the speed is that, a bad memory access, because the problem is very random. Often the game run perfect and suddenly it become very sloooow.  I have many cuestions about this: What do you mean with: "access memory in cache friendly way"? Can you explain with a simple example?   About the profilers, if I write my own little proffiler like a class that mesure the time and the number of calls in each frame will be enougth for simple optimizations like this?
  13. So, the best can I do is to identify where im lossing speed and try to optimize this parts of code? Im reading about profilers right now, but it seems to be more complex than I expected. Do you know any good and simple profiler for start to learn about this?   Also Im using SDL, maybe is the moment for start with OpenGL?   Thanks you!
  14. Hi, I have a doubt about optimization.  Until now I dont care about load more than one time a image. So, for example, if I had two classes that need the same image I load two times instead of load one and share two pointers to the image.  But now I need to increase the speed of my games, so I have a cuestion: What is the relation between memory and fps? I can get more Fps wasting less memory, or it is only usefull when I have a limited memory space like in a mobile phone?   Thanks in advance for the help!