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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.


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About Fezziwig

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  1. Thanks, Josh.   After taking into account what you've said I seemed to have fixed the problem. :)   I have redesigned the system so it's much simpler but still uses Velocity Verlet integration and is frame rate independent.   The thing I missed with jumping is that because the force will be affected by the time delta but only for one frame, I need to divide the jumping force by the time delta.   -Rowan
  2. I don't understand. newAcceleration is the thing that's just been worked out, by my math, making half of the average from previous timesteps and half based on new calculations.
  3. Are you suggesting I get rid of the Verlet integration altogether?
  4. I need the air resistance to slow the player down, else there is noting to stop it. Isn't the gravity constant in this? And technically The jump acceleration is only applied one, as after it's accelerated into the air once, yCollision is no longer true and it no longer accelerates.
  5. In a platformer game I'm making I'm going to use Verlet Integration, so in the player calculate function. At the moment I have it set up like this: //// Velocity Verlet integration lastAcceleration = avgAcceleration; nextPosition.x += velocity.x * delta + ( 0.5 * lastAcceleration.x * delta * delta); nextPosition.y += velocity.y * delta + ( 0.5 * lastAcceleration.y * delta * delta); // Collision Detection - I wont put this in the sample code // Move to new coords position = nextPosition; // Initialise Acceleration newAcceleration.x = 0.0; newAcceleration.y = 0.0; // Gravity if (!yCollision) { double force = mass * -0.0001; newAcceleration.y = force * delta / mass; } // Air Resistance velocity.x -= velocity.x * 0.01 * delta; // Controls if (key['W'] && yCollision) { double force = mass * 0.05; newAcceleration.y = force / mass; } if (key['A']) { double force = mass * -0.003; newAcceleration.x += force / mass; facingLeft = true; } if (key['D']) { double force = mass * 0.003; newAcceleration.x += force / mass; facingLeft = false; } avgAcceleration.x = (lastAcceleration.x + newAcceleration.x) / 2.0; avgAcceleration.y = (lastAcceleration.y + newAcceleration.y) / 2.0; velocity.x += avgAcceleration.x * delta; velocity.y += avgAcceleration.y * delta; //// Velocity Verlet integration   However, The jumping still seems to be majorly affected by the frame rate. Have I set up the integration properly?
  6. I've run into a real problem with regards to sending serialized vectors over a socket. A simplified example of what I'm doing: Server: [CODE] #include <boost/serialization/vector.hpp> struct someObject { int i; template <class Archive> void serialize(Archive & ar, const unsigned int version) { ar & i; } } struct OutStream { std::vector <someObject> someVector; template <class Archive> void serialize(Archive & ar, const unsigned int version) { ar & someVector; } }outStream; // Another part of the code outStream.someVector.swap(someOtherVector); // Serialise std::stringstream archive_stream; boost::archive::text_oarchive archive(archive_stream); archive << outStream; // Send sendto(ServerSocket, archive_stream.str().c_str(), strlen(archive_stream.str().c_str())... [/CODE] Client: [CODE] #include <boost/serialization/vector.hpp> struct someObject { int i; template <class Archive> void serialize(Archive & ar, const unsigned int version) { ar & i; } } struct InStream { std::vector <someObject> someVector; template <class Archive> void serialize(Archive & ar, const unsigned int version) { ar & someVector; } }inStream; // Another part of the code // Deserialize archive_stream << temp; boost::archive::text_iarchive archive(archive_stream); ZeroMemory(&inStream, sizeof(inStream)); archive >> inStream; someOtherVector.swap(inStream.someVector); [/CODE] However when I run this, on the server side, either it doesn't send proberly(lots of blank variables) or it says [quote]Expression:vector iterator not dereferencable[/quote] If it would help I can upload the whole source code (it's not that large). Any help is much appreciated! Thanks, Rowan.
  7. Just stated prototyping a game under the working title COSMOS. Just want some feedback. Note; I am very much a beginner and I realise it is very under developed. Also any suggestions or ideas would be really cool. More information from the link [url="http://www.wizardchip.com/gamedev.php"]Link[/url] Thanks, Rowan.
  8. Ok thanks for the help. Because I'm sending quite large data structures, I decided to use the boost libraries (good choice?). I can send the structs like so; [CODE] std::ostringstream archive_stream; boost::archive::text_oarchive archive(archive_stream); archive << myStruct; sendto(Socket, archive_stream.str().c_str(), sizeof(archive_stream.str().c_str()), 0, (SOCKADDR *) & SockAddr, sizeof(SockAddr)); [/CODE] but how to I receive them on the other end?
  9. Can anyone recommend a fast method to serialize a class or struct so it can be send over a socket, and a short example would be nice.
  10. In most professional games how often do servers update (not as in patches but other player positions and stuff) their clients or do they use a different method to sending out an update every so often? At the moment my server sends out sixty times a second and when the client receives an update it sends an update to the server. It works, but is this the traditional way of doing things?