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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.

Hydr0city

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  1. [quote name='ATC' timestamp='1347549109' post='4979744'] [quote name='swiftcoder' timestamp='1347539249' post='4979682'] We aren't bashing Ogre - it's a great engine. It's also one of the worst examples of software engineering I can think of. C'est la vie. [/quote] Well put. Court is adjourned. :-) You have been very gracious and helpful to me, as have others. Did you see my post with the diagram, and does that seem to make sense and convey the right idea? [/quote] Like you said, because you say court is adjourned does not mean court is adjourned, tool.
  2. I love all the elitists bashing Ogre3D. It's amusing.
  3. [quote name='ChaosEngine' timestamp='1347417000' post='4979143'] [quote name='Hydr0city' timestamp='1347411991' post='4979129'] Anyway, 9/11 probably isn't still important to anyone unless they had a family member or friend die during the attack. [/quote] If you truly believe that, you fail to understand the world you live in. 9/11 has had enormous ramifications on the political, social and economic spheres. [/quote] Maybe I don't live in your reality.
  4. Sorry for the misunderstanding, by data I meant objects such as the camera, scene managers, input devices, etc. All the resources are loaded at run-time, and it can easily be optimized for each level (I'm using Ogre3D). The loading screen state is a good idea, I'll play around with a couple of setups to see what can be done. Thanks for the advice.
  5. [quote name='Dynamo_Maestro' timestamp='1347377968' post='4978925'] Living in the past is such a terrible way to live, I have forgotten the event of 9/11 mainly because remembering them makes no difference and it would be very hypocritical of me remembering 9/11 especially when things like TB despite being a popular killer never seems to get mentioned and it killed more than both world wars and continues to do so. With obesity rates increasing, cancer being a number one killer and the environment getting screwed, I think its time we focused on the present issues. Did I take the bait? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] The environment is not getting screwed--we are. It'll be here when we're long gone. Anyway, 9/11 probably isn't still important to anyone unless they had a family member or friend die during the attack.
  6. [quote]"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." --Brian W. Kernighan[/quote] Debugging is just part of it. And it's quite rewarding when you do finally fix a bad bug.
  7. I see your point, however I'm just afraid of the game state file becoming to large and complicated. The main reason I'd separate each level into its own class is to keep it cleaner and more organized (data used in every level would be in the parent class). I guess it's really just preference when it comes to this. I was just wondering if there's some kind of convention that should be followed when programming a game with a linear single player, for performance reasons. Thanks.
  8. I'm using a LIFO stack for keeping track of the game state, where each state is a class inherited from an abstract state class. This is the first time I'm designing a single-player "campaign" for a game (FPS style), so I was wondering if my intuition on how to do it is correct. I was thinking to have a "level" state, which is an abstract class, and to create a child class for each different level (and perhaps the child class also inherits the game state class, I'll figure that out once I get to coding). So the flow of the game states would look something like this: [code] Enter menu state Push game state Push first level state Pop first level state Push second level state Pop second level state // etc... Pop game state Pop menu state [/code] I know that this will work, but how is this compared to, for example, how a AAA game would manage a campaign?
  9. Thanks, glad you like it! The music is actually by Carbon Based Lifeforms, and one piece (the first song in the game) is from the Mass Effect 2 soundtrack by Jack Wall. I know it's kind of unorthodox to use music like that, but I felt it really complimented the game, and it's open source, anyway.
  10. Try using a forward slash instead. [code] cube=loadObject("D:/test.obj"); //load the test.obj file [/code] If you are still having directory problems, try using the GetCurrentDirectory() function from the Windows SDK to verify you're in the correct directory.