• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

158 Neutral

About mrDIMAS

  • Rank

Personal Information

  • Location
    Saint-Petersburg, Russia
  1. OpenGL

    This is non-directional lightmap (according to this paper http://forum.unity3d.com/threads/directional-lightmaps.280716/ ).
  2. OpenGL

    Currenly, i'm done lightmap save\load. You can test it right here: https://www.dropbox.com/s/2c71i0yd376mwwb/OGL_pregenerated.rar?dl=0 Controls are the same.
  3. OpenGL

    What video card do you use? This error occurs when wglCreateContext failed.
  4. Hello guys! Few months ago i'm started to create simple 3D engine on the pure C and OpenGL 1.4. Here is the result of my work.   And from here you can download and test the demo: https://www.dropbox.com/s/5gmd8i241drxyzq/OGL_public.rar?dl=0 Controls in demo: [WSAD] - movement, [Space] - jump, [C] - crouch, [Q][E] - turn on\off lights. Lightmap generation time is about 3 minutes, so be patient. PS. Sorry for my english.
  5. Thanks a lot!
  6. Hi guys! I'm new in digital sound processing. Few months ago i started searching info about DSP and reverberation. Since then i create a simple reverberator. My reverberator contains 'early reflections' stage( which is done with simple feedback delay network ) and 'late reflections' stage ( which is done with four all-pass filters in series and 4 lowpass feedback comb filter in parallel ). This combination produce a reverberation effect, but it is kinda unrealistic. So, i want you to give me some links to papers about reverberation.   Here is my sound engine demo.   P.S. Sorry for bad english.  
  7. Aressera Wow. This is exciting! I try to realize similar things in my engine.
  8. Hello everybody! Sorry for my english. This is my recent project called ProjectF. This is sound engine based on OpenAL. Main emphasis is on sound effects, like a reverb and sound environment. The main idea - 'zone'. What is 'zone'? Zone is a AABB( axis-aligned bounding box ) or sphere, which uses one of 110 reverb presets. Also you can control air wetness in each zone to create realistic effect in propagation of sound. And second idea is obstacles. Just listen this   http://www.youtube.com/watch?v=KiL5F7LMoRY   And download the demo and the engine in attachment.
  9. Hello everyone! Sorry for my bad english[img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img], i'm from Russia. Here is the my project. I called game "boxes", because in this game you must put all numbered boxes on their places on the map. There is many ways to do it. Like a: take a box and use the gravity booster to reach the destination point. And others. "Destination point" is the - "box" marked "Here!". You have the magnet gun. You can pull some objects to you. Also, you can pull yourself to the static objects. Control: WASD - movement. Space - activate gravity booster. Left mouse button - throw object. Right mouse button - magnet object and take it, if close enough. E - drop object. Mouse wheel - change focus distance of the magnet gun. Enjoy!