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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 bigdilliams

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  1. What if I make this: [CODE] if(63 & 1) { ... } [/CODE] When will the if-loop start? Is the condition everytime true, and is it possible to be false with an other number?
  2. Yes, but I made a small programm wich results in: [CODE] int Zahl = (54 & 63); std::cout << Zahl; [/CODE] 63= 111111 54= 110110 so Zahl = 54 What is the sense behind that?
  3. Could someone expain me the bitwise and operation (&) in C++? For example: What happens here? [CODE] if(63 & 1) { ...... } [/CODE]
  4. I totally agree with you, I just want to learn how I can do skeletal animations in OpenGL. And don't start immediately with libraries. So how did you start with you're personal loader? [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]
  5. I nearly parsed md5 completly, but than I tought about loading a much easier format like collada. I am writing in C++ and iqm/ iqe seems to me much more complex than md5.
  6. Hello forum, I want to load models in a format that supports skeletal animations into opengl. The formats that I problably want to load are: dae (collada) or iqm/ iqe. I already checked md5 but at the moment I don't care to much about it. My problems are: 1. I don't want to use libraries like assimp, collada dom, fcollada or opencollada. So were do I find good examples I knew a site called wazim or similar, but I can't find it anymore [img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img] 2. I don't know how to parse binary files like iqm/ iqe, are they just zeros and ones? [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] Thank you.
  7. Thank you my question is answered
  8. Hello forum, here's my question: What does the "const" at the end of a function do? [CODE] bool CheckAnimation(........) const; const FrameSkeleton& GetSkeleton() const { return ........; } [/CODE]
  9. OpenGL

    Ok, this is really a topic, wich can't be explained in 1-10 post. I was learning the whole day about vectors, scalars, matrices and so on. Now I got some good knowledge and in a few hours I will understand this completly. Nevertheless, I understood those replys and they were helpful. Thank you.
  10. Hello forum, can someone explain me what the maths behind the rotations in OpenGL are? I attached a picture of a rotation around the X-axis, so that you know what kind of maths that I mean.
  11. Now after some days I still don't understand the parsing of skeletal animation formats like .md5mesh, .md5anim because they have some complicated maths in it like quaternions. Can someone help me parsing .md5 models, problably with some explanations over skype, or anything else?
  12. Thank you for you're response. [quote name='Kyall' timestamp='1350377946' post='4990656'] 1) Bind Pose 2) Inverse Bind Pose 3) Bone Hierarchy 4) Animation in Local Bone Space 5) Interpolation of local space bone transforms to play back animation 6) Create the pose for the skeleton at the current frame from the local space transforms by transforming by parents 7) Transform the absolute transforms by the inverse bind pose to combine those transformations 8) Send vertex & matrix data to the GPU 9) On the GPU: Calculate the position of the transformed vertex by the bones it's bone indices point to, ...... [/quote] Now, at first I will take a look at those things here listed and do some maths with quaternions. Probably there will be some more questions later [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]