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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.

Art Artist

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  1. May I PLEASE respond to these FALSE rumors? * "ASM IS HARD" - It's getting easier. Modern Assemblers have POWERFUL macro features to develop EASY CUSTOM syntaxes - IF, ELSE, LOOP, CLASS, etc - that are 100% PORTABLE to ANY CPU or OS. Honestly, C/C++/Java are easier overall and you should continue to use them. I'm only defending my use of ASM. * "ASM IS NOT PORTABLE" - FALSE. Modern Assemblers are 100% PORTABLE and can generate custom code for absolutely ANY CPU or OS using special macros. Microsoft compilers produce executables that are ONLY FOR X86/WINDOWS OSs. Microsoft will NEVER support other OSs like Android, IPOD, Linux or Macintosh. We're working on Java currently. We have macros that output JVM instructions for Java-enabled CPUs, ARM, Universal ASM, etc. * "ASM programmers are faggots" - You don't understand how ASM programmers get mistreated for being different and rejected from an entire community that used to accept us. I used to get along excellent with C++ programmers and would share inline graphics code... until the newer C++ programmers started calling me "stupid", etc. Now, new C++ programmers describe us as dumb primitive humans because they heard this from people who pretend to know ASM but don't understand its uses in the world today. In some cases, we're not allowed to post, defend ourselves or respond to FALSE statements about ASM. Is this fair? Please try to see both sides of the picture. * "You have no argument to use ASM" - I'VE GOT A LONG LIST OF REASONS "WHY I USE ASM" BUT ASM PROGRAMMERS CAN'T DEFEND THEMSELVES AGAINST THE LIES AND MISCONCEPTIONS THAT YOU TELL BEGINNERS. YOU KNOW NOTHING ABOUT THE EVOLVED HL ASSEMBLER SYNTAXES THAT WE HAVE TODAY. I WILL NOT RETURN HERE.
  2. kunos: Learned from the masters: Andre Lamothe, Michael Abrash, Diane Gruber, etc. Yeah, living in the 90s, when programmer's used to write good code [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] slayemin: Very true. We must respect everyone who makes a good game/program in any language, even Javascript. "Since the programming language doesn't matter much anymore" - Thanks for sharing your opinion [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Icebone1000: Hope you got your question answered. Sorry for changing the subject :|
  3. "are you suggesting everybody should write software renderers?" - No, just explaining my perspective. He asked, I answered. Why are we way off subject here?
  4. "are you writing software renderers?" - Yes. Pure software rendering using only CPU instructions. "Who gives a shit? That's my response" - You can't respond to my claim that AA.RR.GG.BB is the best. Your response is basically, "Who cares?". RGBA requires additional instructions.
  5. "Why are you worried about the performance of shifting and bit-wise operations anyway?" - Because it occurs milions of times per second in game/graphics programming. For example, one 1024x768x32 screen is 786,432 pixels which translates to 3,145,728 bytes. Multiply this by FPS.
  6. fleblanc: "Modern hardware can handle RGBA data in so many different formats, that you are basically free to pick your preferred method" - Yes, but RGBA requires shift c>>8 and &0xFFFFFF. Please respond to this.
  7. Spiro: My only intention is to defend ASM programmers like Andre Lamothe, Michael Abrash and Diane Gruber, the queen of graphics programming. She's hot, too Wouldn't you love to have a girl like her who does programming? "Coming from an artist such as yourself, that is a compliment" - Thank you ;) Simba's my baby. "I can tell you for sure that there are rare cases in which my C compiler will generate horribly slow code" - Creating a HL compiler is all about converting standard/infix expressions to RPN. You can perform optimizations in RPN format: Resolve constant subexpressions, replace mul/div with shifts by power of 2, reorder cumulative operations, double jmps/jxx, etc. Jason: Sorry again for being way off subject, but the issue was brought up and I responded. Spiro, let's create another post about writing HL compilers
  8. spiro: Cool drawing [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] jbadams: Sorry, it just seems that gamedev has changed so much since it was released. This defensive-ness is caused by the disrespect towards ASM programmers like Lamothe and myself. "Acting like you're better than everyone else" - Ultimately, no one is better than anyone else. We're all just little specks of Stardust. I apologize if this is your perception of me. "You've now asserted the alpha should always be the leftmost byte of a pixel" - Yes, that's how it was originally: AA.RR.GG.BB. Otherwise, it requires shift+and. Why change it? Why store things upside down and backwards? Why cause millions of headaches? Back to the subject: OOP is not required. Never needed it.
  9. "I don’t get the point of this post" - I merely demonstrated that OOP is not neccessary. "When will an image have a negative width or height?" - When it's invalid/inverted (-1/0xFFFFFFFF). "Why do you have to move the image in a separate step from drawing it?" - Because it's faster to send less parameters, but you don't know anything about push-call sequences. L. Spiro: Let me show how to draw/paint/airbrush/sculpt anything: [url="http://www.facebook.com/uart777/photos_stream"]http://www.facebook....7/photos_stream[/url] You think you're so right, but you don't even know what your code converts to. How can you expect anyone to use your library? uglybdavis: Forgive me for complimenting you [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] "Assemblers are dumb and they suck. ASM is is for newbies who know nothing about how to code" - This statement shows how little you know about programming. You defined a PIXEL wrong. Alpha should be in leftmost byte (0x*AA*BBCCDD). Stop changing byte orders [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] You disrespect ASM because you don't know anything about the processor's language. "It's all explained right here" - Dummy [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]
  10. Hi, Xanther. Algorithm is as follows: if a.x<=(b.x+b.w) and (a.x+a.w)>=b.x and a.y<=(b.y+b.h) and (a.y+a.h)>=b My ASM programming site: http://sungod777.zxq.net/
  11. Listen to KaiserJohan. He knows what he's talking about, however, he defined a 32BPP pixel incorrectly with alpha last in rightmost byte (0xAABBCC*DD*). It should be like this: #define byte unsigned char typedef struct { byte a, r, g, b; } PIXEL; You must learn what your code converts to. My ASM programming site: http://sungod777.zxq.net/
  12. nox_pp: I agree that OOP sucks C++ is for newbies who know nothing about real programming, but I must admit that uglybdavis presented some smart code. I admire that. typedef struct { void *p; int x, y, w, h, bpp, key, alpha; } IMAGE; int load_image(IMAGE *i, char *file); void move_image(IMAGE *i, int x, int y); void draw_image(IMAGE *i); My ASM programming site: http://sungod777.zxq.net/
  13. To represent different scenes: enum { SCENE_LOGO, SCENE_TITLE, SCENE_OPTIONS, SCENE_PLAY, SCENE_GAME_OVER }; int c_scene=SCENE_LOGO; // current scene
  14. jbadams: I don't have anything personal against you and I'm sorry for the misunderstanding. I gotta get to bed now. Good luck.
  15. This is who I am: http://www.facebook.com/uart777 http://www.youtube.com/watch?v=LxjQuEnFAFo PS: If you want to delete me for providing these links, go right ahead, but please take a look at them first before making false judgments about me.