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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.

vanangamudi

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About vanangamudi

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  1. I have used SDL to make this game. found several sample in C++. I have done it in C. here is the package use compile.sh to compile. I am not good with make-files. I'd be very hapy, if some review the code and give critiques... I tried the uploader. it wasn't working for me. so here is the mediafire link [http://www.mediafire.com/?hb6wkv8px2vun71]
  2. number and size of subsystems and depth of their interaction...
  3. u got my question.
  4. can any body list out the order in which one shud attempt to learn game programming by practice?  for example,            the simplest game is Tic-Tac-Toe            to more complex Pin ball,            most complex games like Age-of-empires...     list ny game you know in the order of complexity. please read other answers and post reply accordingly thanx in advance  
  5. Unity

    [quote name='larspensjo' timestamp='1350904656' post='4992726'] [quote name='vanangamudi' timestamp='1350869347' post='4992645'] Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application.[/quote] I suppose it is a hobby project? If so, writing your own game engine will give the best opportunity to learn a lot about low level details. But few people actually succeeds in making both a game engine and a successful game. Do you want something to actually get going? That you can play with? Then it is a better choice to not make your own game engine. [quote]But I need to know the requirements of a game engine, other than Graphics, Physics and AI...[/quote] The other way around might be better. You set the requirements, and then we can help you with a choice of a game engine. [/quote] Good realtime graphics and physics for now(i think AI is just my part)...
  6. Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?
  7. The first are the most popular commercial game engines used by several game makers and AnvilNext is used only by Ubisoft for AC. When it comes to asset management and online material visualization BGE(tight integration) is awesome and it is one of the features supported in very few Commercial Game engines today I hope. What are the differences in all these?? Technologies? Skilled developers?? Explotation of hardware features??? Why is there the differences??? Time? Fund?? Legal issues on implementation of stuff???