• 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.

ynm

Members
  • Content count

    32
  • Joined

  • Last visited

Community Reputation

172 Neutral

About ynm

  • Rank
    Member
  1. Hi everyone,   I tried simulating tank track, and it seems the hardest work is drawing many objects (meshes) on screen. The physics is not the problem, e.g just cast several rays. There is other solutions to draw track, but I like drawing detailed track, and making it the main selling point (feature).   For example, each tank like US Abrams has about 80 pads, and exactly the same links between track. So each track has about 160 independent objects, and each tank has about 320 objects (detailed meshes), not considering other parts of the tank. For a game with about 16 players, I need 16 x 320 = 5120 objects   I used Unity engine, which is limited in many ways. So if I use another engine or write one my own, what is the best method to draw many independent objects like above mentioned? If I need to choose engine, which feature do I need?   I imagine something like using GPGPU could solve that, but for old computer, it is not available, and I am don't know for sure will it work or not.   Any advice?   Regards
  2.   Many thanks,   Lol, it seems frequently death is good for ads
  3. Hi everyone,   The Flappy bird's success brings it's author 50K$ a day, while the game is free, from 50M download. AFAIK, all the money is from advertisement, I don't have any idea how it works, so I want to ask:   1/ What is the model bringing him that money? I.e advertisement money is payed per download or per click,.. etc...   2/ How is advertisement displayed? E.g does advertisement pops up in the middle of the game or what else?   3/ How advertisement money is calculated? E.g a cent for a download or a cent if banner is clicked,.. etc   4/ How does mobile advertisement compare to other platform like web game (e.g flash game)?   5/ Isn't it people are willing to pay more for mobile advertisement than other platform, e.g web platform?   Regards
  4. I saw some members has status that said OFFLINE, last active private, so I tried to change my profile like that but failed. How can I set my last active to private?   Thanks
  5. For web browser game, flash or unity, which is better?   AFAIK, unity has its own development tool, free and easy to use, but flash is more common in browser   Also, unity engine is written in C++ while flash use actionscript, so, performance-wise, is unity faster?   Regards      
  6. Hi   Is there any tool for creating first person shooter map? There are some tools for world creation, but FPS map often involved urban assets like detailed houses, streets,.. is there any software specialized for this purpose?   Regards
  7. Thanks, everyone
  8. Hi everyone,   I am mostly an engineer so I wonder how does everyone get his art skill? Got it at school or self learnt? What skill did you learn to perform art?   And also I wonder how do people create music for game? Write it? Is it easy?   Regards
  9. Hi,   I wonder why good old games like Chrono Trigger, Final Fantasy,.. with good graphics, sound, long storyline but just are a few MB? While modern simple flash game can easily reach tens of MB? Could anyone explain for me?   Thanks
  10. Hi,   What is the best method to create spherical terrain?   Thanks
  11. Hi,   Just out of curiosity, I heard that game engine is mostly written in C++ because it is faster. But I don't know what kind of optimization C++ can offer over C#, can someone give some highlights so I can have general ideas of it   Regards
  12. Hi, I am writing a simple ray tracer and I heard that ray tracing in general is very slow. I don't know advance ray tracing techniques, so I don't know what makes it slow? E.g for full HD just need 1920 x 1080 = 2.073.600 rays. In my rough guess, is the collision detection between rays and objects the most heavy work in ray tracing? Regards
  13. I am looking into your idea Many thanks for the insight an helpful info
  14. [quote name='SimonForsman' timestamp='1355139595' post='5009049'] [quote name='ynm' timestamp='1355130136' post='5009020'] Thank all, [quote name='Cornstalks' timestamp='1355071988' post='5008822'] The reason server-based games are a bit more "secure" (though plenty of people still hack the client and server is still vulnerable) is because you own the computer the server is running on (and thus have a great deal of control over it). As soon as you put the server on the player's computer (whether it's a USB dongle or not), you immediately take away that advantage and it's probably just as easy to hack and crack as any other. [/quote] I don't know how iphone is jail broken, maybe their exploited software fault, but in microprocessor I haven't any case is hacked. The only method I know is take off IC's case, using microscope and UV light to read the state of the registers of the IC which only possible in lab condition and require expert skill. [quote name='BMO' timestamp='1355083306' post='5008860'] I imagine a dedicated hacker could still bypass a dongle through emulation. Though it would be pretty difficult and probably not worth it. Commercial forensic software such as EnCase use dongles for this exact purpose. [/quote] This is the problem which I am finding the solution. While I believe the microprocessor is very hard to hack to know the algorithm or the encrypted key store in it, but if dongle only returns simple value like true of false to allow the software to run, it can be easily patched though emulation Even though, the hacker still can not know the true algorithms and keys in dongle, so I am leaning to the idea of using random encrypted return value each time, which can not be emulation. But then the hacker can hack directly to the software to bypass checking step. So I think the dongle must return encrypted critical data which require engine to run, e.g parameters of functions.. Is there any software used similar method? Or any idea? Regards [/quote] Just focus on making great software instead, good software sells, bad software don't, DRM is primarly useful to prevent second hand sales or to protect a highly anticipated title on launch. (If the pirates are willing to wait a few days/weeks extra to play your game any DRM you implement will be worthless). Hacking protected devices are doable even without software exploits, (Google for mod-chips for older consoles), on devices like the iPhone it just isn't done because doing so would "ruin" the appearance of the device(and exploiting the software is easier anyway). the problem is that you still need to store the instructions that your dongle should run somewhere and it isn't that difficult to remove and read a memory chip. Dongles also force you to use physical distribution of your software, which today will result in a far greater reduction in sales than piracy can manage. [/quote] Thank you, I forgot modchip. I work mainly in hardware, and try to find a way to sell my hardware, so please spare me if I concentrate on hardware solutions. Well, I don't know how people hacked hardware and made modchip, but IMO, they must exploited unencryped parts, e.g communication between ICs in the system. IMO, directly hacking encrypted communication is not possible or my security knowledge has something wrong. In case everything is inside an simple IC then there is no way to hack it (reading very very hard). If I was wrong, please show me the right way. And console systems like Xbox 360 and PS3 mainly distributed their products via physical discs, am I right? I am trying to bring a similar solution to PC systems. Also, if I was wrong, please point out for me Regards