• 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

1927 Excellent

About 0r0d

  • Rank

Personal Information

  • Location
    San Francisco, CA
  1. Oh no, no no no, don't you worry, I am NOT simulating a full universe!!!! I teach (taught) science and study a bunch of sciences myself, and did a thorough study before all of this, and no, no, noooo I am not going for anything more than a laughably simplified universe using the most basic of scientific equations!   Then you need to be much more clear about what you're trying to do, because I also thought you're trying to simulate a universe from creation to late-stage development.  My thoughts are exactly as sergamer1, there's no chance whatsoever of doing this even close to anything usable for a game with simulation times as low as a few milliseconds. I think whatever you're trying to do, if you want to use somewhat realistic physics (no matter how simple the math) on galactic or universal scales, you will have to sub-divide things to a huge extent.  Or, better would be to limit the scope of what you're trying to simulate.  
  2. I would also recommend using std::shared_ptr to manage the ownership of your allocated objects.  It will do the work of deleting the object at the appropriate time for you.   Just take care that if you're going to have multiple objects pointing to other objects, just using shared_ptr might lead to circular dependencies.  In this case, you can use std::weak_ptr.
  3.   What you need to do is think about things like what framerate you want to achieve, and then that tells you how much time you can spend in a frame.  Then when you use the profiler you can see how long everything is taking, and what parts are the biggest users of CPU time.  That's where you then focus your efforts.  For example, if you see that 80% of your time is spent in 1 function, then you look at that and try to optimize it... or eliminate it altogether.  You have to use your knowledge of your code to decide if you need to do architectural changes or function-level optimizations.   Generally optimizing is a very broad and difficult thing, so it's hard for us to give you good advice without really knowing what your code is doing, or seeing some profiling data.  There's too many questions... are you using multi-threading, are you doing a lot of loading, memory allocations, a lot of math, etc.
  4. We have a small team of developers working on a game that's roughly a cross between a MOBA and an RTS game.  The game will be running on an engine built by myself that includes a new state-of-the-art multithreading system.  We're still at an early stage, but our goal is to eventually get VC funding to start a studio and hire people.  If you want a bit more info, see our previous ad here: https://www.gamedev.net/topic/685826-looking-for-possible-team-membersco-founders-in-bay-area-for-game-project/?hl=%2B0r0d#entry5329989 We're looking for either experienced 3D modelers, concept artists, or tech artists.  However if you're still starting off or in school, feel free to also consider us and send us a link to your portfolio.  We dont want to overlook and turn away anyone just because of little experience. I look forward to hearing from you, Thanks, Owens
  5. I say yes, go with C++.   Reasons, 1) you have already done some C++ before, so it's not entirely new, 2) it's the industry standard for game development, 3) you're a college CS major so you should be able to handle it.  C++ is not really that hard to learn, especially if you're using modern C++.  I taught basic C++ to my 12 year old niece, so you can probably learn it as well.  If you cant, then you might want to consider changing your major to something else. And 4) C++ will teach you how the hardware works and how things like memory management works more than some other high-level languages that will hide stuff from you.  Again, CS major, so you should know how the hardware works and how to program for it.
  6. I'm looking for an experienced networking engineer to join my team on the current project I'm working on. This is not a paid position, but rather you'd be joining as a partner with the goal of at some point us seeking venture capital to start a game studio. The game idea is still being worked on, but we're thinking it will be a cross between a MOBA and an RTS. We will also be trying to focus on e-sports as a possible target. But, this may all change as we further iterate on the game design and things come into focus. What we're looking for: someone experienced in C++ and game networking.  Feel free to contact me even if you just have questions, or think that you can contribute even if not a networking engineer. Thanks in advance.
  7. Still looking for people for this project, especially any good 3D artists and programmers experienced in graphics and multiplayer networking.
  8. Anyone who's interested should feel free to PM me and we can talk a bit.  
  9. Well, what I wrote about what I'm looking for is more like rough guidelines.  I'll consider anyone who contacts me and is motivated and shows that they're capable of getting stuff done.  It's just that since I have little time to do the stuff I need to get done, i cant afford any time for training up someone.   I need to be able to give someone a codebase with little or no documentation and a list of stuff to get done, and have them start contributing quality work in a reasonable amount of time.  Otherwise bringing a person into the team might actually slow things down.
  10.   Possibly in the future, but at this point I'm not looking for one since there's still quite a hill to climb with all the other stuff before I think about that.  As far as engineering, I'm more focused on finding either a solid gameplay person, or a general engine/graphics type.  
  11. I'm currently working on a project that is at an early stage.  I'm still working on tech for it, but want to start working on gameplay towards the middle of the year.  The idea is to hopefully build a game prototype and look for VC funding to start a studio and go into production.   About me: I have a lot of experience in the game industry on everything from small projects to AAA games on platforms like iPhone, Xbox, Xbox360, Wii, and PS3.  I've mostly worked as a programmer on several engine teams, but I've also done some art and design for my own iOS games.  Right now I'm working on this project full-time, so I'm committed to at least seeing how far it can go and I'm putting my time and money on the table to do it.   About the game:  The current idea is to do a cross between a MOBA and an RTS, possibly focusing on e-sports as a target.  I'm thinking something like League of Legends with a main hero, but with a lot more soldiers fighting on both sides.  Not sure if it will be a mobile (tablet) game or maybe PC might be better suited.  This will sort itself out when iterating on the game design begins.   What I'm looking for: People who are willing to contribute and possibly be co-founders, preferable people who live in the Bay Area.  I'm looking for experienced game industry veterans (at least 1 shipped game), not really anyone starting out since I just dont have time to be training anyone or doing any hand-holding.  I need people who can hit the ground running and contribute without me having to tell them what to do.   I also know that the people I'm looking for probably already have day jobs and they're not going to quit just to work on a project like this, but if you can contribute on your spare time... then I might be able to use you.   So if you're a C++ programmer, artist (3D modeler/animator/concept/tech), or designer and would like to discuss this or just get more information... let me know.  There's no pay involved and what I'm offering is a percentage of the company that gets formed if we get to the point of securing VC money.  I'm looking for partners and co-founders, not contractors.  I'm also looking for people who are motivated to get somewhere, not people who are looking for just a hobby project.
  12.   You need to give more information. Do you know how to program?  If not, are you willing to learn?  Do you have a lot of money to hire people to work for you?  
  13.   This is very easy to answer.  The best way is to start making games with your programming knowledge... whether that's C++, C#, or whatever language you want.  Start with small simple games, then work your way up.  As you do you will start to learn what makes a game engine, an editor, etc.  You will start to encounter the problems and learn the solutions.  You will learn the language of game development.  And... you will learn what you dont know, and where to go find resources to learn it.   The good thing here is that you can make a game with almost any level of programming knowledge.  Sure you can start with Unity, but there's also some easy to use C++ graphics APIs that you can use to start making simple graphical games without having to be overwhelmed by all that is Unity (or another full 3D game engine).  A simple game needs simple code, so dont bite off more than you can chew at first.  One step at a time as they say.
  14. I recommend getting a good introductory C++ book and just working through the entire thing.  This is basically how I learned C++ after taking a single "Intro to C++" class at university.  After you finish that book and worked through all the examples, then you can move on to other mid-level books and start working on some projects on your own.   The whole "C++ is too hard for beginners" thing is b.s.  My 10-year-old niece is learning C++ from me teaching her a bit and her doing some online stuff and reading a book I gave her... so I'm sure a motivated grown intelligent person can do it.
  15.       Well, I can expand on what I said about different fields sometimes needing different skills.  And BTW I'm speaking just for what I typically look for in an entry-level game or engine programmer.  If you're looking at non-game positions, this might not apply.   But, when I've interviewed people for entry-level positions, by the time the resume gets to my hands it's already gone through a bunch of other people in HR that compared it with others.  When I look at it I'm looking for any relevant education (degree in CS, math, physics, etc) and relevant experience (game jobs, hobby experience, shipped games, demos to show, etc).  Then in the interview (and the phone screening before that) I look for some basic knowledge of things like 3D math, general game engine/tools concepts, and general C++ knowledge.  The C++ stuff is never the majority of what I look for because to me if you're not at least competent in 3D math... I cant really use you.  If you dont know what a shader is, or what alpha blending is, or what a game editor does, or why game updates and render need to be separate... then again, I cant use you, even if you're really good at C++.  The thing is, I and the other programmers cant take the time to educate you on basic non-C++ stuff that you need to know to do the job and work with the designers and artists, the tools, the engine programmers, the tools programmer, the gameplay programmers and scripters, etc, etc.   So if it's between a good C++ guy who knows nothing about games and a less-good C++ guy who knows the basics of game development and has some hobby experience writing a small game or some shader demos... I'll take the latter.     Like I said, I've interviewed people who have worked in C++ for 20 years, but I just cant use for an entry level position.  But someone just out of college with some hobby experience might be just fine if he's 1) competent in C++, 2) competent in 3D math, and 3) has basic understanding of game engine/tools/art/pipeline stuff.   Hope that helps.