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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.

SourceSkyBoxer

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  1. Okay thank you.. i will try again Thanks.. but how do i need with special like loading dll files  like Half-Life from client.dll and <hl.dll??? Thanks 
  2. Hello Karsten,    But i am not using with Quake Engine. I am using custom game engine ( written by Visual Studio C++ 2008 ) because i would like to develop another engine. Thanks!   // EDIT: Quake.lib from Microsoft, heh?   What does it happen for the company Id Software? Is the company died? Now Quake Engine move to the company Microsoft? WOW! I don't believe that. But i am not using C#. I would like to code only C++, header :)
  3. Hello folks,    i am new here and say thanks for welcome talk. I am searching good game engine 100 % like Unreal Engine or Cryssis Engine... I am using only Visual Studio 2008 and i am developing a custom game engine   For Map Editor or World Editor ( like Radiant GTK, Valve Hammer Editor or Unreal Editor ) I recommend with movements from Valve Hammer Editor ( Gold- and Source-Engine ) for custom map editor. Questions: Load and save config file before map editor application loads current config file?   How do i hollow with same new brush when i create new brush from map editor than 6 new brushes will show?   How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:     Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden? For custom compiler with map convention: like 4 or 5 compilers for bsp, csg, light/rad and vis... How does compiler read from map file and convert / compile into bsp file or game-able file like Unreal-Engine, 3D Gamestudio3D or Half-Life Engine... What does it happen that my map is not completed like hole / leak in my map.but Unreal Engine won't show error message like leak or hole. In Engine like Half-Life Engine and Source-Engine shows same map "leak" or "hole" than application was actived with full-light map before error was solved in the map. Example for Half-Life Engine, Source-Engine: Unreal Engine doesn't show error message about leaks or holes... That is great for warnning with hole/leak. How does compiler pack same textures and models into bsp file or game-able file? If i don't need same files for error-path like map couldn't found /textures/wall.dm with 2 or 3 jpg-files...  If iyou download leaked map than same folks get mad. I wouldn't like to hurt same folks..I would like to "compress" with important files into bsp file or game-able file like Half-Life Maps with special compiler hlcsg -nowadtexture ( same wads are compresssing with current textures into bsp file. ) I would like to know how do i create argement like csg -noTextureDir -noModelDir -noAuroraDir etc.. for one game engine... For Models Compiler? If i play in-game with model-usable birdge than i wouldn't like to fall before model hasn't collision or physic box ( Unreal Engine, Source Engine and Cryssis Engine ) / hit box ( HL-Engine ). How do i know before i must to add in library ( dll file ) like function  by Quake Engine if i put same model in our map than i will enable model with spwamflags 2 = block solid or bsp-solid. ( Don't walk or fall thought with models ). But don't compress with same image . only targetname like Source-Engine. Because it is very better than compressed model with image...   For another compilers or tools= If we need same utilities for one game engine like tga2dxt = DirectX Texture, *dxm file DirectX Material like Vmt for Source-Engine.    For Main Application like Launcher or Starter like Half-Life ( hl.exe ), Source-Engine ( hl2.exe ), Quake Engine ( quake.exe ) or Unreal Engine ( uds.exe ( Unreal Development Starter, i think )) Can application load and read library with directX classes? If i play into in-game and in-game progresses from library like movement, functions, effects, shadows and more? Is it fine? How does application load default mod like Half-Life has default mod valve? example "my initial game" Can it works for Network like Online Game? Example Counter-Strike or League of Legend.? For Libraries of Game Application: I would like to code one game engine with completed functions about shadows, reflections, bump-mappings, speculers and more.... Like Spirit of Half-Life has env_fog,env_model, env_sky and Trinity Renderer has shadow effects. HL-Bump ( very old mod since August 2004 ) has bump-mapping with light effects.... What do i need with DirectX11/10 for one game engine? If you want develop together about game engine   Thanks for answers and suggestions   I hope because you understand me yet? PS: I am sorry for bad english.... :/     Best regards SourceSkyBoxer