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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.

Danny Tormoen

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About Danny Tormoen

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  1. My first post here! So right now I have taken a basic graphics course at my University and I have a decent understanding of the math and very basic functions in OpenGL. I also have a really solid background in c++. The problem I have run into is I am having a hard time taking the step to handling multiple objects. If I use the old method of drawing objects in OpenGL that did not use buffer objects I have been able to get things move around in a relatively easy to understand way, but I can't figure out a good way to do that using buffer objects. For example I have created a basic static 3D environment that the user can "walk" around in and uses various transformations to adjust the scene when the person is moving and apply a perspective, but say if I want to have other objects in the scene moving around, what is a good way to add those in and manage them. Do I want to create multiple buffer objects and then apply different transformations to each of them? I probably will try to use these ideas in a 2D game first just to simplify things, but I have had trouble finding a good tutorial that shows any way to make the jump from having one object to many without just using an existing game engine. Any good tutorials on managing objects? Any simple examples or games out there that I can learn from the design? I'm really interested in how game engines work so I don't plan on trying to make a really high quality game, I just want to learn and build up to do some more interesting things.