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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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  1. [quote name='Lars-Kristian' timestamp='1349552189' post='4987487'] If you have a basic understanding about vectors this link will help you a lot: [url="http://www.metanetsoftware.com/technique/tutorialA.html"]http://www.metanetso.../tutorialA.html[/url] Under the "calculating the projection vector" section. You can: 1. Find the the smallest projection vector. 2. Move the ball on the outside of the paddle.(The length of the projection vector) 3. Reverse the acceleration of the ball in the direction of the collision. Note: It can also be useful too not allow movement of the paddle if the ball hits the top or bottom side of the paddle, so that the ball and paddle does not collide 2 time in a row. This is not the simplest method to find the collision, but it is very useful when it comes to collision handling. If this does not make sense, please let me know. xD [/quote] Great, that helps a lot. Thanks for the help!
  2. [quote name='Lars-Kristian' timestamp='1349544294' post='4987449'] Hi I read your post and I think I can help. But first I need to know: How do you want your game to look like? Are you aiming for the absolute simplest version(the ball updates 1-5 times a second), or the more modern version(the ball have a fluid motion)? Is the ball round or square? What happens if it hits a corner of the paddle? [/quote] I'm just doing the absolute simple version for now. Unless the paddle is moving, the ball will act the same no matter where it hits the paddle. The ball is a square.
  3. Im trying to write a simple pong game in java using swing for the GUI. I have a couple of ideas about how I could do the collision detection, but being a noob I'm not sure which is the best (if any). Could anyone help me with this, or at least point me to an article on the subject? Thanks.