• 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

215 Neutral

About izackp

  • Rank

Personal Information

  • Location
    Casselberry, FL
  1. This is fantastic, I was aiming for a similar goal for a play in editor, but built on top of Urho3d. I had additional goals of my engine being deterministic with mostly automatic networking (All the user would have to do is choose what variables are 'gameplay variables' and then input/events would be synced between clients). Until I realized C++ is an annoying and redundant language, I wanted a clean modular engine built on the best language possible. At which point, I started looking into Scala and other languages.   Nonetheless, I hope your able to get some steam behind your project. Don't be afraid to reiterate unlike most game engines out there. (Don't be afraid to break things)   I will definitely try out your engine once you have C# support integrated.
  2. http://martiancraft.com/blog/2014/08/an-unreal-decision/ ^ read this article   I would say that unreal is (was) designed to make FPS games so I would choose that over unity. However, In other cases, I would choose unity over UE4.
  3. My favorite method for calculating approximate distance: u32 approx_distance( s32 dx, s32 dy ) { u32 min, max, approx; if ( dx < 0 ) dx = -dx; if ( dy < 0 ) dy = -dy; if ( dx < dy ) { min = dx; max = dy; } else { min = dy; max = dx; } approx = ( max * 1007 ) + ( min * 441 ); if ( max < ( min << 4 )) approx -= ( max * 40 ); // add 512 for proper rounding return (( approx + 512 ) >> 10 ); } http://www.flipcode.com/archives/Fast_Approximate_Distance_Functions.shtml   Its useful for pathfinding and AI.. though it might be weird for collision. I recommend storing everything collide-able inside of an array and iterating through them while checking to see if the edges of the objects over lap with each other via box collision or separating axis theorem.    Box Collision: bool DoBoxesIntersect(Box a, Box b) { return (abs(a.x - b.x) * 2 < (a.width + b.width)) && (abs(a.y - b.y) * 2 < (a.height + b.height)); } http://gamedev.stackexchange.com/questions/586/what-is-the-fastest-way-to-work-out-2d-bounding-box-intersection   Separating Axis Theorem: http://www.metanetsoftware.com/technique/tutorialA.html 
  4. I'm all for readability more than anything. I wish they would make the language more DRY (Don't repeat yourself).   I'm sick and tired of having to update .h files when changing .cpp files and vice-versa.   Also, class scopes are annoying too. Wouldn't it be simple to do something like: class MyClass { public:     void hello() {     } } instead of: void MyClass::hello() { } MyClass:: is usually everywhere :/
  5. If you're good enough to intern thats the best thing you can do because you get to focus on programming all day long. It also gives you a chance to work with 'professionals' (occasionally there is the guy who thinks they know what they're doing).   The quickest and maybe the cheapest way is to become friends with someone who is in the industry and knows what they're doing. (or hire a tutor; again make sure they know what they're doing). A lot of teachers don't teach 'clean code' which is the next best thing to learn after syntax.   Which this book goes over: http://books.google.com/books?id=_i6bDeoCQzsC&dq=clean+code&source=gbs_navlinks_s   However, I've also been recommended this book but I have yet to read it: http://books.google.com/books?id=3JfE7TGUwvgC&dq=Code+Complete&hl=en&sa=X&ei=TjfaU6eoOs7NsQTOwYKYBw&ved=0CB4Q6AEwAA   If they know what they're doing then they know about clean code.
  6. I make the game I want to play. Ideas come to me as I play other games. Not only that video games are always on my mind, and I'm very analytical to the current games I play where I notice how different aspects of the game effect me.
  7. Its a good article and describes an interesting architectural design. A lot of entity/component system try to solve the problems that are created from improper use of inheritance. Take a look at this wiki for 'Composition over inheritance' (http://en.wikipedia.org/wiki/Composition_over_inheritance). It should give you a good idea of why many people prefer entity/component systems.   I would also recommend watching videos from Robert C. Martin. He explains a lot of good design concepts when it comes to code architecture (https://www.youtube.com/watch?v=WpkDN78P884).   Edit - I didn't notice it, but madhed already mentioned the relation of entity/components and the inheritance issue. Nonetheless, check out the links its good info.   A side note - There are component systems that are OOP and some procedural (data-driven). OOP competes with procedural.    "Procedural code (code using data structures) makes it easy to add new functions without changing the existing data structures. OO code, on the other hand, makes it easy to add new classes without changing existing functions. " - Clean Code: A Handbook of Agile Software Craftsmanship   So if you do decide to use one over there other than It's a good idea to stick to that method and not mix the two. (http://en.wikipedia.org/wiki/BaseBean). To that point, I really like how you made all of your variables private :)  
  8. If you really want to add anti-piracy:   Release a purposefully 'cracked' and 'buggy' version of your dll to pirate websites (high-cpu usage, frequent crashes, ect). Several versions infact, make them seem as legit as possible. You can even add a time delay to make it seem like it works perfectly at first. Having an already released 'cracked' version of you software will also deter crackers from actually cracking it too since they think its already been done and if they do crack it.. it will be just be mixed in with your version.   This should really frustrate the pirate community. Though, I'm not sure if that will result in more sales for you :P
  9. Well I'm glad I'm making progress and understanding angelscript more.  That code brings the ERRs down by 1 though  (0, 0) : ERR : GC cannot free an object of type 'RenderComponent', it is kept alive by the application  (0, 0) : ERR : GC cannot free an object of type 'Sprite', it is kept alive by the application  (0, 0) : ERR : GC cannot free an object of type '_builtin_objecttype_', it is kept alive by the application   However, I will figure it out.. I think I might just rebuild a minimal project to replicate the problem and try to isolate it. In situations like this I would normally breakpoint Release and AddRef and see which is being called when it isn't supposed to be called, but theres so much I don't know about the engine for me to dig through it.. Hopefully I figure this out soon xD
  10. Not really the dictionary object just resides in a Testcomponent class which is just a container of class members and does nothing atm. Sprite registers the proper behaviors. It does implement enum references, but it doesn't hold any references as of yet. It really weird because the RenderComponent destructor gets called, but I still get the error. This is the only thing angelscript script code that I run: asIScriptModule* mod = builder.GetModule(); int testTypeId = mod->GetTypeIdByDecl("TestComponent"); asIObjectType *type = mod->GetObjectTypeByName("TestComponent"); testTypeId = type->GetTypeId(); asIScriptObject* objLogicComp = static_cast<asIScriptObject *>(engine->CreateScriptObject(testTypeId)); engine->NotifyGarbageCollectorOfNewObject(objLogicComp, type); std::cout << "Ref Count: " << objLogicComp->Release() << std::endl; std::cout << "Ref Count: " << objLogicComp->Release() << std::endl; engine->GarbageCollect(asGC_FULL_CYCLE | asGC_DETECT_GARBAGE | asGC_DESTROY_GARBAGE);     TestComponent is just an empty class with a Render Component inside of it.   So the destructor of both TestComponent and RenderComponent gets called . Yet I still get these errors in my logs: add - 2 - instanceId:1 - Sprite add - 3 - instanceId:1 - Sprite rel - 2 - instanceId:1 RenderComp Create add - 2 - instanceId:2 - RenderComponent add - 3 - instanceId:2 - RenderComponent rel - 2 - instanceId:2 TestComp Create rel - 1 - instanceId:2 //This release seems unusual Ref Count: 2 Ref Count: 1 TestComp Destroy RenderComp Destroy //Sprite does not get destroyed //Shutdown Engine (0, 0) : ERR : GC cannot free an object of type 'TestComponent', it is kept alive by the application (0, 0) : ERR : GC cannot free an object of type 'RenderComponent', it is kept alive by the application (0, 0) : ERR : GC cannot free an object of type 'Sprite', it is kept alive by the application rel - 1 - instanceId:1 (0, 0) : ERR : GC cannot free an object of type '_builtin_objecttype_', it is kept alive by the application    
  11. I cannot for the life of me find this memory leak. I keep getting this:    (0, 0) : ERR : GC cannot free an object of type 'RenderComponent', it is kept alive by the application  (0, 0) : ERR : GC cannot free an object of type '_builtin_objecttype_', it is kept alive by the application  (0, 0) : ERR : GC cannot free an object of type 'dictionary', it is kept alive by the application  (0, 0) : ERR : GC cannot free an object of type 'Sprite', it is kept alive by the application I implement all of these functions:    void addRef();     void release();     int getRefCount();     void setGCFlag();     bool getGCFlag();   in the constructor i set the refCount to 1   and when I create a script object I notify the garbage collector like so: SpriteScripted* ScriptObjectCreationCache::SSFactory() { SpriteScripted* obj = new SpriteScripted(); if (spriteType == NULL) spriteType = engine->GetObjectTypeByName("Sprite"); engine->NotifyGarbageCollectorOfNewObject(obj, spriteType); return obj; }     this happens whenever I use that object type as a member property of a complete angelscript class (a class not declared in c++). However, i dont have a problem when I use a c++ defined class in a limited scope such as 'Texture' in setSpriteWithName: (angelscript code; I dont have problems with Texture but I do have leaks with Sprite) class RenderComponenet : Component { Sprite sprite; void setSpriteWithName(string name) { Texture texture(name); sprite.setTexture(@texture); } }   If anyone can see that I'm missing anything please let me know.   Thank you.
  12. I'm using it as the scripting language for my 2d game engine. 
  13. Sort of... I ended up hacking it in by adding an extra parameter to the registerObjectBehavior function so now I can do this:   void SpriteScripted::registerAS(asIScriptEngine* engine, ScriptObjectCreationCache& creationCache) { int r; static const char* const strComponent = "Sprite"; r = engine->RegisterObjectType(strComponent, sizeof(SpriteScripted), asOBJ_REF | asOBJ_GC); assert(r >= 0); r = engine->RegisterObjectBehaviour(strComponent, asBEHAVE_FACTORY, "Sprite@ f()", asMETHOD(ScriptObjectCreationCache, SSFactory), asCALL_THISCALL_ASGLOBAL, &creationCache); assert( r >= 0 ); .... }     it seems to work but I still have yet to run the angel script unit tests.
  14. Is it possible to pass a pointer to an instanced class method (&creationsClass.createScriptObject) when registering an object behavior?   I need specific behavior for certain script objects when they're created. I'm trying to avoid using static variables and classes as much as possible which doesn't allow me to simply create a static variable to store the object type for the garbage collector and many other things I need to instantiate a script object.   I kind of want to do something like this (but obviously it doesn't work):   #define asInstanceMethod(c,m) asSMethodPtr<sizeof(c)>::Convert((&c.m)) void Texture::registerAS(asIScriptEngine* engine, ScriptObjectCreationCache& creationCache) { int r; static const char* const strComponent = "Texture"; r = engine->RegisterObjectType(strComponent, sizeof(Texture), asOBJ_REF | asOBJ_GC); assert(r >= 0); r = engine->RegisterObjectBehaviour(strComponent, asBEHAVE_FACTORY, "Texture@ f()", asInstanceMethod(creationCache, TSFactory), asCALL_CDECL); assert( r >= 0 ); r = engine->RegisterObjectBehaviour(strComponent, asBEHAVE_FACTORY, "Texture@ f(const string &in)", asInstanceMethod(creationCache, TSFactoryArg), asCALL_CDECL); assert( r >= 0 ); registerMembers<Texture>(engine, strComponent); }     I would greatly appreciate any additional info.      edit: I left a pretty crappy post earlier because I had to quickly go somewhere.. I fixed it up now ;)
  15. Awesome I didn't even see that function. Thanks.