• 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.

4thworld

Members
  • Content count

    0
  • Joined

  • Last visited

Community Reputation

439 Neutral

About 4thworld

  • Rank
    Newbie
  1. Hi, nice article. Did you tried to make a comparison between a non-batched version of the engine? if yes, how much was the performance gain?   We tried something similar with our engine and I experienced, with a lot of mid-high to low level graphics cards, to be really expensive rendering an object with one single big vertex buffer (>100 K) instead of using multiple small vertex buffers (~1K). The performances went down by a lot despite we weren't doing anything wrong (memory was ok etc..). Intel integrated graphics card won't even render an object with a huge vertex buffer.
  2. Of Course it's open source!
  3. There are several things on which i disagree, most of all "Most game engines simply are not art". This is not true. The gameplay is in the code. I have to admit that id job on realesing its code is wonderful and I'd like that more software house would do the same: this helps rookies more than stupid tutorials on the net.   A question : When you are working with console code that is using for example Microsoft/SCEE libraries or in general code meant for the PS4/XboxONE, can you release it on the net with a FLOSS/GNU license?
  4. "Having explicit init() functions often leads to objects that can be created in an incomplete state. This is undesirable although sometime unavoidable." This is so true ! Also when the init function is kept private. sorry can anyone explain me this type of syntax? new (this) Derived(bar.foo); it's the first time i see that!
  5. Great article! thanks for your contribution!
  6. + 1000 Kudos for this article!
  7.     double tmp = controlpoints[0] * u; should this be : auto tmp = controlpoints[0] * u;   where i put auto to get any type that you intentended to be your 3d-2d,... etc vector?