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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. I need to calculate terrain brush covers how much tiles.And i need to find which tiles has been selected.I use hexagonal tiles.When brush size changed,covered area size changes. I need an algorithm for this problem. I looked to this site : http://www.redblobgames.com/grids/hexagons/ But i couldn't understand. Thanks in advance.   for example: [attachment=24833:pic1.jpg] my editor : [attachment=24834:pic3.jpg]
  2. thanks again.It didn't help.Probably,I will change the game to 3d from 2d.I will use Bullet Physics.
  3. Thank you ,ferrous.I want something like a car.The character must move where it faces.But i don't know how to do this.
  4. Thanks.I increased the value.But it spins at its orbit.And If I don't do something like this ,it doesn't move left/right if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyLinearImpulse(b2Vec2(-speed * UNRATIO,0),body->GetWorldCenter(),true); body->ApplyTorque(100* UNRATIO,true); } If I don't use  body->ApplyLinearImpulse ,it doesn't move left or right   Is there any solution?
  5. thanks for the answer.I tried but it didn't work. if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyTorque(5* UNRATIO,true); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){ body->ApplyTorque(-5* UNRATIO,true); }
  6. Hi.I use SFML with Box2D.I can't rotate the character sprite like GTA 2.My codes:   Update: if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)){ body->ApplyLinearImpulse(b2Vec2(0,-10 * UNRATIO),body->GetWorldCenter(),true); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)){ body->ApplyLinearImpulse(b2Vec2(0,10* UNRATIO),body->GetWorldCenter(),true); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyLinearImpulse(b2Vec2(-5* UNRATIO,0),body->GetWorldCenter(),true); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){ body->ApplyLinearImpulse(b2Vec2(5* UNRATIO,0),body->GetWorldCenter(),true); Render: b2Transform trans = body->GetTransform(); animatedSprite.setOrigin(width / 2, height / 2); angle = trans.q.GetAngle(); animatedSprite.setRotation(RADTODEG(angle) ); animatedSprite.setPosition(body->GetWorldCenter().x * RATIO,body->GetWorldCenter().y * RATIO); sf::Time frameTime = frameClock.restart(); animatedSprite.play(*currentAnimation); // update AnimatedSprite animatedSprite.update(frameTime); window.draw(animatedSprite);  I drew the problem.Can you help me?Thanks.
  7. Thanks a lot.Using 3d models(world mesh) will use a lot of RAM?
  8. Hi.I want to know that how game developers create a 3d world?For example Skyim.Are they using terrain algorithms and create a terrain?Or they create a 3d model with 3ds Max/Blender then add physics?I am waiting for your reply   
  9. I didn't change anything except texture loading code.I read examples.I found solution at Opengl example.Problem is not related to UV coordinates.It is related to texture loading.The solution is: GLuint id = 0; { sf::Image image; if (image.loadFromFile(szFilename)) { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } } m_uiImage = id; I don't know why but problem has been solved.Thanks for your help.
  10. This is very strange error.I have an ms3d(milkshape 3d) model.I am rendering it but it doesnt appear correctly.It is covered by repeated white textures.   I load textures with sfml.My texture loading code:   bool CImage::Load(char * szFilename, bool bMipMap) { m_bMipMap = bMipMap; m_szFilename = szFilename; sf::Image img_data; img_data.loadFromFile(m_szFilename); m_uiWidth = img_data.getSize().x; m_uiHeight = img_data.getSize().y; m_uiImage = 0; glGenTextures(1, &m_uiImage); glBindTexture(GL_TEXTURE_2D, m_uiImage); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if(m_bMipMap) { gluBuild2DMipmaps(GL_TEXTURE_2D, 3, m_uiWidth, m_uiHeight, GL_RGB, GL_UNSIGNED_BYTE, img_data.getPixelsPtr()); } else { glTexImage2D(GL_TEXTURE_2D, 0, 3, m_uiWidth, m_uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data.getPixelsPtr()); } return true; }   Any help will be appreciated.
  11. Thanks C0lumbo.It worked :) .I post codes.Maybe, it can help someone. void RenderFrame() { glViewport(0, 0, g_windowWidth, g_windowHeight); //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(112.0f/255.0f,162.0f/255.0f,1,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_PROJECTION); glLoadMatrixf(&g_camera.getProjectionMatrix()[0][0]); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&g_camera.getViewMatrix()[0][0]); glEnable(GL_TEXTURE_2D); Draw_Skybox(0,0,0,500,500,500); // Draw the Skybox glScalef(0.05f,0.05f,0.05f); heli->draw(); glClear(GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(180,0.0f,1.0f,0.0f); glTranslatef(0,0,25); weapon->draw(); glDisable(GL_TEXTURE_2D); RenderText(); }
  12. Thanks Ashaman73. I read wiki and morrowland.com tutorials.But I couldn't.Can you post some code or tutorial link?
  13. I develop a fps game.I attached gun to camera.But i can't put gun to front of objects.In first picture everything is normal.But in the second picture gun is rendering at back.I can scale objects.If i scale objects , i need to raise zfar value.Will the game use more memory if i do that?What can i do otherwise?  
  14. Sorry for late post.I will try it.Thanks :)