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      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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About TheComet

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  1. You can definitely improve the background image and main menu. When I clicked your link I initially thought it was a popup ad and instinctively added it to my adblock blacklist before I realised it was the game. Other than that, I would be interested in playing this game with the player speed slowed way down, such that you actually can make decisions for both snakes within 2-3 frames of time. As it stands now, the strategy is to make the top one a bit longer, then put it on autopilot and focus all of your attention on the other one, etc. My idea would be Slow down snek speed so you can focus on both Remove wrap around feature so you have to focus on both (add borders)
  2. I believe the problem is you're specifying the command line parameters after you specified the CMakeLists.txt file instead of before. I know this is common on Windows (for whatever reason) but it's not going to fly here. This should work: Notice the two dots at the end instead of at the start: cmake -G "MinGW Makefiles" -DCMAKE_CXX_COMPILER="c:\\LLVM\\bin\\clang++.exe" ..
  3. If you're asking "how is it that two chips are able to drive the same wires while not causing a short circuit" then the answer is there are in fact three states in which a bit can be: High (1), Low (0), and High Impedance (Z) (i.e. "disconnected"). If the chip select input is inactive, all data lines are set to (Z).   According to the CPU manual, section 2.6. Cartridge Types, the cartridge is mapped to 0000 onwards, not 0100. The cartridge contains the interrupt vector table.
  4. DX12

    Can you elaborate? I have no idea what you're trying to do.
  5. Wow thanks
  6. It begins!   Note that one rule has been changed: You are now allowed to modify existing lines as well as insert new lines.
  7. Replaying some of the older games I've started thinking about collision handling. How does one achieve this behaviour? https://www.youtube.com/watch?v=47PPDIjJun8 It seems keeping a player on a deforming mesh would require 1) Doing a line-mesh intersection on the skinned model 2) ...which requires the triangles in the mesh to be spatially partitioned 3) ...which needs to be repartitioned every so often as the mesh deforms, because it may become invalid. With a low poly count I can see this working, but in today's games where a model like that would have over 50k polygons, this seems less feasible. What is the general approach to this problem? Are there any papers or articles written on the subject that you can share?
  8. It is time for fun. We will embark on an adventure together, where we all collaboratively work on a text adventure game. The setup is simple: We begin with a minimal "framework" written in the C++ language. Code is then added incrementally according to the following rules. The Schedule Access to the repository is opened on Friday, 17-04-21 14:00 UTC. Access to the repository is closed on Sunday, 17-04-23 14:00 UTC. You may sign up at any time starting now by posting in this thread or contacting me on Discord. Please give me your github username!   The Rules Language constraints The code you submit must be well-defined and compile and run without causing abnormal program termination (such as segfaults, calls to abort() or exit(), etc.) The program must have the ability to terminate normally after a finite amount of time. Inserting infinite loops is not allowed. Your code must comply with the C++11 standard. You may not use compiler specific extensions, platform specific calls (e.g. winAPI or posix calls) or external dependencies (other than the C/C++ standard library). You may not use preprocessor directives, with the exception of rule 5. You may define constants, e.g. #define PLAYER_STATE 5. More complex macros are not allowed (such as macros that accept arguments). You may not use goto. All code must be contained in a single source file. In other words, you may not create additional source or header files. Submitting code You may modify/insert at most 5 lines at a time. Deleting existing lines is forbidden! You can only insert! The maximum line length allowed is 512 characters (excluding the newline). You may only submit code if the previous submitter is not you, or if 30 minutes have past since the last commit. Code containing illegal information or information that would get you banned from GDNet is forbidden. If you submit code that violates any of these rules, your access will be suspended for 2+ hours. The Code We will synchronise our code using github: https://github.com/gamedev-net/AdventuresInTexting Sign up in this thread now by submitting to me your github username. People signed up: TheComet (TheComet93) iedoc (cloudis31) Alpheus (canfucius) Naz (Ruuubb) IYP (IYP-Programer-Yeah) CulDeVu (CulDeVu) Nitewalkr (Nitewa1kr) Washu (WashuHakubi) blueshogun96 (blueshogun96) Alpheus (canfucius) MarkyPooch (markypooch) martin (MartinGrant)   The rules aren't yet set in stone, we can discuss and make changes to them until Friday if necessary.
  9. I've been all over the discography of this guy recently: https://jairamji.bandcamp.com/album/elephant-song I also keep returning to Solar Fields. He's the guy who composed music for both Mirror's Edge games. https://www.youtube.com/watch?v=BEqXOzDDl70
  10. Thanks for the feedback and upvotes! I plan to add constraint support this weekend.
  11. I wasn't sure where to post this, but some of you may know that I've been working on a lightweight inverse kinematics library implementing the FABRIK algorithm. I'd like some feedback and/or complaints and/or condolences on this. https://github.com/TheComet93/ik It's written in C89 and has no dependencies other than the C standard library. You can find information on how to use it on the wiki page https://github.com/TheComet93/ik/wiki and also in the header files solver.h, node.h and effector.h.
  12. One way I shot myself in the foot and wasted days debugging was this: #if defined(TESTING) # define protected public # define private public #endif Some libraries in the project were compiled with and without TESTING defined. Works on gcc for some reason but causes seemingly random runtime errors on Windows.
  13. Have you tried attaching with a debugger? Do you have a stacktrace? Can you post the section of code you think is causing the issue?
  14. @mikeman - Hyperdrive looks nice, I can really see the F-Zero inspiration there.   My dayjob is being an electronic engineering student. By night I mostly maintain a software tool used by a department in the company that sponsors me for analysing measurement data from ultrasonic flowmeters. Among many features, the one I'm most proud of is the embedded python interpreter which exposes the data processing pipeline of the measurement data. Being able to hot reload scripts (which is a feat for python, apparently) and adjust python variables and have the data update in the UI in realtime really takes algorithm prototyping to a whole new level. This is something MATLAB cannot do. For this application I wrote an intrusive performance profiler and thought it would be interesting to visualise the profile from "hot" to "cold" using graphviz. It's somewhat useful and pretty, check it out:
  15.   This is a nice illustration, however, I'd like to see you do this for the previous frame (http://i.imgur.com/imP2fhr.png).