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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.


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  1.   And that's it. :) Thanks a lot!
  2. Hello there.   Something that surely will be quite simple for some of you, but just impossible to solve for me.   I have moving vehicles. The advance at a certain speed, accelerate at a certain rate and deccelerate at another rate.   My problem is to find a formula to get the stopping distance of such vehicles from its max speed and decceleration.   The speed "s" is given in world unit per seconds (us). The decceleration "d" is given in "us" lost each second while deccelerating.   For example, a vehicle moving at 6us and deccelerating by 2us per seconds will take... 3 seconds to fully stop.   What would be the formula to give me the number of world unit needed to fully stop from full speed to 0, in function of "s" and "d"?   Spidyy
  3. I'm aiming thiis :   Gigabyte Brix GB-BXi3-4010, a mini-PC with intel i3-4010 Dual core at 1.7Gz 2x Crucial 2Go SO-DIMM ram at 1600MHz CL 11 (offered with the Brix) Samsung SSD 840 EVO 120Go   For a total of 370€. Seems a good plan for me.
  4. Well, I'll develop games from little to huge responsibility, so I might need a server able to handle good a good load of calculation, with few memory needs. So as I understand, until I'm making a game with thousands of players or gigabytes sized maps, any modern PC can handle them. My computer is not strong enough to have a virtual machine running, or not one with a GUI. I think I'll go for a cheap Gigabyte Brix with a 2 Go RAM and a small CPU.   I assume the same linux server can handle source control + compilation + test. The makefile solution, or even the CMake solution looks a good idea for me.   Well thanks a bunch for all those advices. :)
  5. Well, my PC is not really good enough to have a VM on it. It is a modest laptop, it can run games on medium quality and still generate a good amount of heat. I'd really rather have an external server than a VM.   Speaking of VM, a friend of mine talked to me about hosted VM offered as services by some datacenters, in my case OVH from France. It is like having another PC running from the data center on which you connect like any other server, just you don't have to manage any hardware. But in the case of games, I wonder if they are sufficient.   Talking about hardware, would a mini-PC with passive cooling be good enough to run a game/compilation server? I'm looking for example at the Gygabyte Brix series, some mini-PC small enough to fit in your hand and are affordable. Do anyone have one of them and could give some feedbacks?
  6. Hello there.   I'm about to learn how to do networking games, and I'd like to do it all the way through, from a simple "rock paper scissors online" to a kind of MMO game, with most of the basics needs of such game, like player database, server runned gameplay, chat server, logins and such.   For this, I want to set up a dedicated workspace made of my laptop and a separated dedicated server. I'm looking for a solution allowing me to minimize the number of manual file transfer I would have to do, and be able to test my stuff on the fly, with a minimum of operation to do to have the game server up and running, and the client ready to connect.   For this, I'm thinking to setup a small PC / mini-PC with linux on it, and have it run subversion to keep the server's source code, update and commit them from my windows PC and compile it directly on the server PC with g++. I would develop the client entirely on Windows using Visual Studio.   About the server PC itself, I'd like to have a home server for this, made only for game development and hosting. It would be able to run a game server process with a physics engine and such, have 4 process running at a time at minimum for the most complicated multiplayer setup and a database. My internet connection is just good enough to have 3 or 4 peoples connected at a time, but I don't really need more unless my game is interresting enough to go retail, in which case I would loan a good and big dedicated server.   A friend of mine said to avoid getting a home server, unless I have money to give, and get a server hosting from a datacenter.   What would you recommend me? What kind of setup do you usually have for multiplayer game development?
  7. A short code, some tweaks and here is my beautiful region from voronoi's algorithm plus a little "weight" variable for each region, wich generate some cute round curves. :] I like it. [attachment=20519:Capture d'écran 2014-03-19 15.18.55.png]
  8. Voronoi really looks like what I need! Thanks. :] I'm trying to make a World map generator, using voronoi to have some Biomes, like minecraft biomes, the difference is, each biome must be uniform, unique and of closely enough size with each others. Just imagine the Zelda : A link to the past's map. you got the lack on a corner, the desert on another, the mountain on the top and smaller areas. I'm trying to imitate such disposition from code, with randomness and without rectangular area.
  9. Already thinking of a solution : Placing the N points randomly in the area, then, when trying to get from which area are a coordinates in the area, check the distance and influence of each point. Now, how could I randomly place the points avoiding to have several points too close to each other and decently filling all the space in the area?
  10. Hey there. I'm willing to split a rectangle area into N part, forming an organic splitting of curved sections. I'm searching an algorithm or a mathematic formula for this, but I'm lacking the exact words for such algorithm. If anyone have an idea of what could be usefull for me, I just need a name so I can extend my researches. An example of what I am thinking of :   [attachment=20510:splitting.png] Here a splitting of a rect with a central zone and 6 others. With regards!
  11. @Alpha_ProgDes : For a C++ specialization, I don't think an HTML5 demo would be worth it, or would it? But yeah, I should do a port-folio. I have some stuff to expose that reflect how I am doing things. :]   @Tom Slopper : just... WOW, your FAQ is awesome, I have to respect you for this!   So I counted, I have done 5 barrier breaker so far. I don't have the right location right now, my network is poor, I'm not researching enough, I need to make a portfolio and I lake perseverance.   Well, as you said on your FAQ :    I listed 5 Stupid Tricks, but maybe I'm overrating myself. =p   I tend to be arrogant at work. I experienced it at my former (and first) job. I may have changed since, but I know I was back then, criticizing the work of my senior colleague about being buggy, dirty and all, but I couldn't say to myself : "Hey, it's dirty, the game is buggy, but for a one year development, it is awesome!"   I am blind, due to my lake of experience and buddies, I tend to see myself "as is", and due to my past, I tend to don't give a damn about what other are thinking of me. I need to do my research for this and find how the others see me. (It is one of my main worry since I started my former job, am I a competent programmer for him? Am I an unpleasant colleagur for her? etc..)   I'm in at a dumb location, in an averrage city of France. Now I have friends at Montréal, but my way of thinking right now is : "I won't hesitate to move, as long as I have a job there.", so maybe I should change my way of thinking?   I ask dumb question. Well, I have the feeling this topic was beneath the dumb questions category, has you gave me kind of a large covering answer, but it did the trick and here I am better defining what I am, what I got and what I should do, so... Maybe not that dumb? I don't know. But due to the lack of answers on most of the forums I ask them, I feel I'm asking dumb questions.   I don't do my homework! Well, it might be linked on the fantasyland trick below, but willing to do my own game, I didn't felt the need to find a job into a company so far, so I didn't get that much research nor grown my network.   Also, so far I'm in fantasyland, wich bring the Stupid Trick count at 6..? I mean, for 2 year, I worked on project to perfect myself and maybe earn some cash on small games, but first, can I gain experience with myself and google? No. And second, did I ever do something worth selling so far? Neither. :/ Right now, I'm thinking about at least completing my most advanced project (the one I linked above) into a playable state, so that I could use it as a portfolio, but so far, I feel I have lost a lot of time while searching techniques and ideas for it...   It... Kind of scares me to see I don't have that much Stupid Tricks, not as it is a bad thing - or maybe 6 is way too much already? - but would that tells me I'm overrating myself? Or am I just paranoid?   Well, in any way, a lot of thanks for those precious advices!   (PS, in Stupid tricks, le two last tricks shares the same 24th place. You might want to correct the number for the 25th. )
  12. Hello everyone.   I'm right now in the process of thinking what I want to do and where I want to go.   I'm a "young" (29yo) programmer, specialized in C++, with knowledge of C# and Java. I don't have a field specialization like 3D programmer or IA programmer as I'm curious about all and about everything game related, even what is outside my range of proficiency (like art and music).   I have only one year of experience in a mobile game company (Gameloft), wichturned out producing game patch, bug fixes and stuff, and 2 years of... Self studies and filling out my curiosity on several ideas and project of my own I never really finished.   Now I'm fed up to work alone on those project that I will never be able to conclude by myself. I don't want to do all the game related jobs by myself, like thinking the game design, doing some graphics with my poor skills, and so on. I want to build a career as a game programmer, but I don't know how to really start.   - Should I start with a AAA company to earn my living and meet skilled programmers? I did it with my previous company, the experience was good, but not being part of a core team because I am a junior was kind of disapointing.   - Should I look for an indie based team/company? I think I would gain my experience drilling into the serious stuff, but would an indie team take the risk to hire someone without consistent background as me?   - What else could I do? My main flaw right now is I not really had to work on a full game with a team. I did work in my previous company and a personal project with two other people, but I feel I'm missing all the fun/fullfilling a game programmer could find in his job...   - Also, I listed my skills on my linkedin page here : http://www.linkedin.com/profile/view?id=108161040, does it looks kind of appealing for a company, or do you think I lack something important to have/mention?   To have a better feel of what I did, here is a little blog about my personal project, wich is kind of old now : http://excellenceteam.wordpress.com/   So... That's it. Could you give me advice on how I should start a career?   Spidyy
  13. Hello there.   I'm working on a mobile 3D game, and I'm encountering difficulties about the animation of my meshes.   The game is about giant robot battles, something between Mechwarrior and Gundam. I'm willing to have humanoïde robots fighting each others, in third person view, with cool animations enhanced by physics and ragdoll.   I'm using Bullet physics, along a custom multi-platform engine allowing me to work on Windows and produce for Android (and later iPhone). The 3D part work with openGL ES 2. The main way to import stuff is through xml, wich will be compiled as binary for the distribution app. The game will be only multiplayer. The gameplay and physics will be computed on a remote server, the client will use physics for the particle effects and ragdoll.   My main issue is : 1°) What to choose to animate my robots : A) Mesh interpolation, B) rigged character or C) skinned character? A) Mesh interpolation would cost a lot of memory, and I couldn't use VBO (or could I?)   B) Rigged character, well maybe the name is not well choosed but as I think it, is about linking static meshes together and moving them following some kind of skeletal laws. It is different from Skinned as I will load the static meshes as VBO and use matrices to move them. It could be done thanks to the robots stuff, wich I can compose of solid parts.   C) Skinned character, it could allow me to add some wires and deformable stuff on the robots, but won't it cost a lot more CPU to compute the models each frames?   2°) How to implement it? I'm doing my own 3D engine with OpenGL ES 2, following some books and taking my inspiration from Irrlicht. I kind of understand the way to use matrixes, but each A, B or C system have its own way, so I would need some tips to implement the one I choose.   3°) How to prepare my workflow to create the animations? Here is the tricky part. So far, I'm using COLLADA to import my 3D meshes from 3DS Max, but the way max manage the animations, I feel it will be awefull to process. (Like only one animation per .max, or using some dirty tricks...) But writting something like an animation editor, with its 3D view, importing meshes and rigging them together will be a huge work as well. For this, I'd like some advice or returns of people who got some experience in this domain.
  14.   Of course, I already planned to allow network communication only through small custom messages between client and server with encryption for critical data ( player's login/password for game connection...)   I'm glad I asked about SQLite, I was about to go for this one. :x If MySQL can manage billion rows easily, I'll go for the "correct" aspect of PostgreSQL. I could have used phpMySQL for database management, but I won't install an apache server or whatsoever and I want to minimize the access solutions to avoid leakage.   All that's left to search is how I'll program the server process instantiation to be able to manage the different dedicated server process from the main server application. :]   Thanks a lot for all those useful informations!
  15. So let's go in the details.   First, quid of the OS. Right now, I'm setting up a netbook as a test server by installing linux ubuntu 12.10 desktop on it. I'll use a linux server, but what distribution should I use for the real thing? I readed that Debian based distribution are particularly good for game server, but it there a more specialized distribution for this?   Also, about the RDBM, I don't know wich one to chose. I'll need a secure and relatively fast for small table count and thousands of items (player accounts, usable items, statistics and achievements) I saw about PostgreSQL and SQLite, but I don't have a clue about wich one would be the most suitable. :/ Of course, I need it free for a start.