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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 JiiPee

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  1. I think C++ is a great language. You can do so many neat memory management tricks with C++ than with Java or .NET. It is also a true work horse if you get your code right. For me, understanding how memory layout and memory management works in C++, helped a lot learning C++ language. I think it is also quite cool that when you work with C++ you'll get to know how memory management works in OS and you surely get know difference between stack and heap memory and what are pros and cons per each.   When you learn all these, moving then to some more higher level language is quite easy. It is good to know, that even if you are using Java or .NET same C/C++ things happens under the hood. I think it is kind of language what gives to you quite a lot of. It takes time to learn, but I think it's totally worth of.   Altough I hate header file comments when working with std-library. It's so cryptic, I'll have to say that. Fortunately in cplusplus.com std-library is documented quite well.   This is not perhaps best example, but I found it really cool that how easy it is to corrupt stack with C standard methods and run method from the stack with buffer overflow attack. That kind of things just open your eyes. It was a practice what we did in school.
  2. Game management? If you're asking about architecture of game engine, then I would suggest you to get some book what covers the topic. However  some "litlle game" developers usually just starts to code and they refactor and manage the game code during the creation process. I think it's quite heavy way to manage the game engine, but some people does it. Usually they have some minor ideas, which they start to implement to code and little by little they manage to create a whole game.   If you are new to coding and game development, the last mentioned way isn't perhaps so bad. It's good way to get to know about the development and coding. Usually you face most general issues when you start from the scratch and by using search pages and books you will get to know about the development quite fast.   Design patterns and class diagrams are quite useless, if you don't have even the most general ideas about your game. Usually it's good way to write even some really high level requirements and from there start to develope your software. Requirements -> some analysis method -> static model -> code.
  3. I use directx on top of win32 and that is because I just want to learn things. So I'm making my own engine atm. But if I would in the situation, that I just want to ship some "little" game for mobile or tablet to market, I think I would use an engine. Would save a lot of time.   Awhile ago I read a little column, that many of finnish game companies are using Unity at the moment because they can concentrate more on developing contents of the game rather than adjusting the engine. And they are choosing Unity because it's quite easy to use. I also used Unity engine when we made networking game project in our school and it's really easy to use. Quite many finnish game companies, which are perhaps start-up companies or beginning companies have some nice idea so they just want that idea as fast as possible to market. Developing an engine would cost money and they couldn't concentrate on the original idea hence they have to develope the engine for it. But that's not what everybody does, but it seems that majority though.
  4. If memory is not there, then you can't even allocate memory, otherwise if you have succesfully allocated memory with new then there is reserved memory size of the data type. I think you should perhaps think otherway around, how to ensure that there is memory before allocating or if program can't allocate memory then how to catch exceptions and what are actions to avoid useless deletions.
  5. Nice answers Nik02. I'll have to consider those options.
  6. Yes. By creating your own you are not tied to the D3DX library. Reason enough for me. L. Spiro   Yes, but sometimes using time to unnecessary optimization is bad considering the project schedule. Or if I'm very smart, I could say bad for the ROI ;)   I try to find reasons why to do or not to do my own test algorithm. If common opinion is, that the DX algorithm suxs, then it's probably smart to create own at very beginning because you have to do it anyway. If the common opinion is, that weel it's ok, then I think I'll stick with it and perhaps create it, if the algorithm seems to be bottle neck.
  7. Have you included your .jar in the project settings?
  8. Can you clarify the problem a little bit? Are you refering to some dll on managed side, which is c++/Cli library, and then you get the compile error when you try to build your application? Or are you just refering to xna library and it gives the error message?
  9. I have read stories about how they programmed Elite and it was very fascinating. I mean they really took code beyond the capabilities of the platform, which is really incredible. If I remember correctly, they even made multiply and division calculates with natural logarithms to save some memory. One can only wonder how much we could save resources on modern platforms if the code would be that optimized.
  10. Does anybody know how optimized D3DXIntersect method is? Is there any sense to create own intersection test algorithm?
  11. Thanks eppo. I noticed the problem. Position data was correct but I loaded wrong tu and tv coordinate so I have to fix my algorithm. I think this will fix my problem.
  12. Thanks eppo. I noticed the problem. I assigned correct position data but wrong tu tv coordinates so I have to fix my algorithm. I think this will solve my problem.
  13. I added a debug photo and it seems that texture coordinates are actually wrong. Some of those coordinates don't match.
  14. Here is the mesh what I try to load:   # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 16.12.2012 18:16:25   mtllib MyNewRock.mtl   # # object Box001 #   v -20.6063 0.0000 -0.0150 v -20.6063 0.0000 -9.1689 v -7.4212 0.0000 -9.1689 v -7.4212 0.0000 -0.0150 v -20.6063 10.1923 -0.0150 v -7.4212 10.1923 -0.0150 v -7.4212 10.1923 -9.1689 v -20.6063 10.1923 -9.1689 # 8 vertices   vn 0.0000 -1.0000 -0.0000 vn 0.0000 1.0000 -0.0000 vn 0.0000 0.0000 1.0000 vn 1.0000 0.0000 -0.0000 vn 0.0000 0.0000 -1.0000 vn -1.0000 0.0000 -0.0000 # 6 vertex normals   vt 1.0000 0.0000 0.0000 vt 1.0000 1.0000 0.0000 vt 0.0000 1.0000 0.0000 vt 0.0000 0.0000 0.0000 # 4 texture coords   g Box001 usemtl 01___Default   s 2 f 1/1/1 2/2/1 3/3/1 f 3/3/1 4/4/1 1/1/1 s 4 f 5/4/2 6/1/2 7/2/2 f 7/2/2 8/3/2 5/4/2 s 8 f 1/4/3 4/1/3 6/2/3 f 6/2/3 5/3/3 1/4/3 s 16 f 4/4/4 3/1/4 7/2/4 f 7/2/4 6/3/4 4/4/4 s 32 f 3/4/5 2/1/5 8/2/5 f 8/2/5 7/3/5 3/4/5 s 64 f 2/4/6 1/1/6 5/2/6 f 5/2/6 8/3/6 2/4/6 # 12 faces   And thanks for suggesting PIX debugging tool. I have to look how to use it.
  15. Hi, my problem is that for some reason my texture gets twisted from two sides of a cube. I load a cube from .OBJ file and the data seems to be valid. I have tested .OBJ file with another application, wich renders the cube correctly. With both applications I get same result after loading the OBJ-file, but my application doesn't render it correctly. Mysterious part is that only two sides of the cube is rendered incorrectly but four other sides looks ok. I have attached pictures from cube as well. Work order of loading and setuping the mesh: 1. Get position data and texture position data from OBJ-file 2. Get indices of vertices 3. Setup vertex and index buffers 4. Load and setup texture Any ideas what might cause this error?