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UnshavenBastard

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  1. "Any international Internet forum works for" teaching you at best partially subtly *wrong* English ;-) Properly edited books do (hopefully) not have that problem. Some people might think "who cares" or "what's 'wrong' anyway". Well, I'm with Weird Al on that one, and she is too :-D https://www.youtube.com/watch?v=8Gv0H-vPoDc  
  2. Hey there. My mother never learned English in school. (in Soviet Germany, English learned you! No wait, that joke doesn't work here... Nastrovie!) She started to learn English a while ago, with some app on her Android phone. In the long run, I'm sure it makes more sense for her to actually read (and "fight through") texts, not just little examples, and esp. not the mere "tourist English" kind of stuff. Can any of you recommend books with simple enough English for that to not be *too much* of a challenge? I'm pretty sure she wouldn't even mind children's books ;-) One of her major hobbies is painting in all sorts of techniques, though. She even started fiddling with computer based painting recently. I wouldn't reckon there to be any interesting books about those topics in beginner-friendly English, but what do I know what one-of-a-kind of book may exist that e.g. some of the artists on here may know about, so I just mention it. I guess also hearing English makes sense, although being able to read text is most important. If any simple-ish English films or other media come to mind, don't hesitate to mention them!   Thanks in advance, - unshaven  
  3. By the way, if I was to try out DX11 - is it feasible to do that within .NET / C# ? I saw there's a still developed (from the looks of it) wrapper called "SharpDX". Is that well usable, or as cumbersome and more of bricks in the way like some other .NET wrappers to e.g. OGL that I've seen? Programming the scaffolding that does something with DX graphics experiments, and debug helpers and all that, would be so much nicer in C# than C++ ;-)  
  4. Whoa, this thread looks more filled than when I looked last time! :-) Quite some thought food to ponder, thanks guys. Heh, well I have been doing some bare metal stuff within the last couple years (as in microcontrollers with realtime OS. Well yeah I did that, doesn't mean I'm an expert ;)), although only single core, so no "real multi threading", but I guess getting used to putting barriers here and there would not be like an ice bucket challenge to me, I have a rough idea of the problems involved. Then again, I'm not going to be making AAA games, so from what I gathered now, investing the time to actually get all those nasty things right may not be worth it for me. Actually getting something done in very limited spare time would be nice indeed ;) So I think DX12 and vulkan are out. From there, I still need to decide (god, do I hate that). As for "you don’t need school to get into the industry". Well, I guess it depends on *what* industry exactly we are speaking of. Let's face it. I am well over 30. I will not get into the *game* industry again, for a wage that I would be sane for to accept at my age and other options in industries which pay real money (in Germany) - and I even doubt they would hire a guy as old as me for lower positions which are supposed to be positions for really young, really quick-learning people to grow from. And then there's the country thing. Maybe in the US it's as easy to get hired and fired again as those things are comparably hard here, employers are more weary. There are some companies who are *open* to try out software devs without degree. Alas, the likelihood that such a company is afflicted by at least one out of a set of typical problems which are not conducive to the quality of live of anyone involved, is rather high. But anyway, it is much more of a fight to get even looked at without a degree, at least here, for the kind of jobs I have been interested in so far, and talking a lot to people with degree and much less experience than I have.
  5. Ah, I see. Thanks for the pointers so far. RenderDoc looks like something I'd really would have loved to have when I was using OpenGL 13 years ago or so :-D As for "not as cross platform as I think". Well, to be frank, although it's a big market, I'm kind of "meh" about the whole Apple thing. You know, those people, with their, what I call "developer harassment program", thinking they can make you jump through all sorts of hoops all the time to be granted the privilege to (continue to) take part in their oh so magnificent platform, well I feel like I kinda rather take a pass on that. I've been through a good taste of it at work. Luckily, there is no economic pressure for me to succumb to their BS, nor buy their ivory coated products (they got to be, right?) /rant
  6. Howdy. I have done some 3D graphics programming many years ago, some simple software rendering stuff and then Fixed Function OpenGL. I have not written one shader program. I'm interested to get into that subject again, learning how things are done today. It's not fixed that it has to be OpenGL (or Vulkan?) - I heard D3D has become a nice API, OO and all. OTOH, I guess it's still true that OpenGL/Vulkan opens doors to more platforms, which is a could-be-nice thing, but the main thing will remain desktop, and if D3D is so much nicer of an API, also debugging wise (?) ... But *if* I were to go the "open software" route - is OpenGL a dead end now, because of Vulkan? I'm not sure I'd like to "do everything myself" as is said about vulkan, with pages of boilerplate for everything. Let's face it, I won't create the next Cry engine, I probably won't need extreme control of everything. As it's spare time stuff, one of the most important aspects here is not spending too much time for not very good reason (cost / benefit). But investing time into a dead end would be bad.   Sorry for seeming / being a bit confused here, I have not yet made up my mind about some things, apparently ;-) So, what kind of resources do you suggest I consume on those subjects? Is there some "best book", or really good online resources - something allowing me to start from zero again, and get some results?   As an aside: Are there concepts, functions in old OpenGL which are still valid today? Next to my job of quite some years as a degree-less developer, I am also working on actually getting a BSc degree*. They offer a computer graphics course which uses really old OpenGL (< 2.0), ok it gets credit points, but otherwise probably a waste of time?   * (it does matter, at least here in Germany. For those wondering: Their program allows me to do only some cources in a semester, spreading the whole thing over more years... but less work load next do day job) Regards, - unshaven
  7. Heh! Exactly that had long occured to me, sure it would be nicer to only replicate the action where it happens, not all the stuff before that. But for that, you'd have to actually have such an organ. Do you have an idea how monstrous those things are? And not exactly cheap either. If I had a house, I might buy one, but I haven't ;)
  8.     You mean like a big rubber band?  That would work like a torsional spring.   The motor would twist it up (apply torque), the springiness would untwist it,  applying torque to the connected axle. Assuming the backward turning resistance of the engine always exceeded the turning resistance of the axle, the spring would turn the axle, not the motor.   Coil springs use F=k*s. I don't recall the analogous formula for tortional springs,. You can look it up. So your engine will input a torque into the spring system, then your spring will output a torque to the axle.   Eventually it should hit a steady state where the spring has "loaded up" and is essentially a solid link for purposes of forward thrust over smooth surfaces. IE torque in = torque out.     Ah, silly me, I could have included illustrations.   I only now discover the two springs on the left, holding the disc on the motor together with what I guess is a flywheel - yet another coupling I overlooked. I was initially talking about a coupling like on the center right of the image. You can see (red arrow) the 90° bent end of the coil spring stuck through a hole in the small disk, so rotational force will turn that spring. The whole apparatus has several of couplings like that, but since that's the main axle, this one is especially big.   As for that funky motor, here's a gif of how it works: Pay attention to the flipping of the poles of the electro-magnets. A 1-phase sine voltage is applied, with opposite polarities, to those two coils, i.e. the fields repeatedly flip. The fixed magnets on the rotor are relatively low in number, you can imagine how that thing will output not a constant,  but rather "pulsating" torque. (it can't even start by itself, needs a starter motor) EDIT: Also, this is driven directly by mains voltage frequency, which also has some fluctuation. What is all this? It is a electro-mechanical, "tonewheel" organ (e.g. Hammond). I am currently going along all routes which I suspect provide reasons for why my emulation sounds so much more sterile than the real thing. There are groups of {2 tonewheels sharing one axle}, and each tonewheel is coupled by an own spring to that axle. Then, each of those 2-tonewheel-axles is coupled by 2 gears with a certain ratio to another axle, which is in turn coupled to the motor by that big spring. (or maybe it's even more complex, I haven't seen a complete system drawing, only pieces here and there) You see, the whole system is quite a bit more ;) So in my initial post I started with subsets of it to start getting the hang of that first.   Well, there has to come some variation from somewhere in there, to produce that lively sound (and I don't mean the rotational speaker cabinet). I suspect that all that multiple spring loaded monstrosity has some minute variations in the movement of each single tonewheel (each one has different mass and spreading of that mass into space, so fluctuations in torque may not make them react exactly the same on their springs). Maybe I'm wrong and the effect of this is so minute that it does not actually contribute to the sound, but I'd like to explore this :-)
  9. Hey there. Up front: I've not done physics calculations beyond school stuff, so pointers to what to get acquainted with in the first place are also welcome ;) Bear in mind I may use weird terminology (also because English is not my first language)   Now the actual question:   Let's say we have: - coil shaped spring couplings - springs *not* used to be expanded or compressed, but rather to couple 2 axles (correct word for longish cylinders within bearings allowing them to rotate?) - so it's about rotational coupling. I.e. the driven axle will somewhat lag behind the driving one, most of the time. - for now, say we have 2 axles, one on the motor, and one which is to be driven - the special motor outputs periodically *varying* torque - connected by such a spring to the other axle - The motor also has a flywheel attached - The 2nd axle has a disc weight on it, rather small compared to the motor's flywheel   How to calculate the reactions of this system, e.g. the rotational movements of the 2nd axle depending on the unsteady motor output? And if we then make the system more complicated by introducing - a 3rd and 4th axle - the 3rd is coupled by 2 gears, probably with a small amount of backlash, to the 2nd, - and the 4th is coupled by another spring to the 3rd one. - Also, the disc weight is now on the 4th axle, not the 2nd. How does the 4th axle behave, pertaining to rotation angle over time? As may be obvious, the flywheel and springs are there to dampen any unevenness in rotation at the target axle. But it's probably not doing so perfectly, and I'm interested in the remaining unsteadiness. At least in my funny mind, the springs and flywheel are sort of an equivalent to low pass filters, which dampen the pulses coming out of the motor, but then perhaps there's also some sort of ringing going on or other effects, at least not 100% of the higher frequency content removed by the "filters".  
  10. Okay, so I realized when starting the dsiware shop on my DSi, in the premium list, there isn that much. About 80 games. I ended up downloading "Elite Forces: Unit 77", looks the most like a "real game" coming from a pc gamer ;) Now I have 400 points left for really small stuff ^^
  11. Some years ago I was involved in the development of two nintendo DS(i) games, but never owned a DS(i). Well, as it often happens, that company went bankrupt. As I recently heard that Nintendo DSiWare will cease to exist by the end of this year, I got myself a used DSi XL and bought the one DSi game we made back then, for nostalgia I guess ^^   Now the nintendo points card I bought still has 1200 points left. So I better buy a game or two before it doesn't work anymore. I already have, as modules (*if* there are DSi versions, I won't need them them): - Orcs & Elves - Metroid Prime Hunters (and with that I got thrown in - King King and some - Star Wars game, not looked at them yet)   So, now, please do recommend some nice games, preferably those that really squeeze out everything of that weak "GPU" of the DS (while not sucking gameplay wise), unless there's a 2D game in that price range that's so incredibly awesome that I must buy it ;-)   To roughly outline my tastes, here some games I used to like when playing more regularly: (not quite console-y, that's b/c I never owned one, but your fun-taste-ical intuition will deal with that I'm sure) - kyrandia - shannara - tex murphy - ultima underworld - realms of the haunting - sanitarium - lands of lore 1,2,3 - Warcraft 1, 2 (, 3) - C & C - Red Alert - UFO: terror from the deep - Diablo - Outcast - Undying - severance - vampires (the masquerade, bloodlines) - max payne 1, 2 - deus ex - delta force - project IGI - SWAT 3 - rainbow six 1, 2, 3 - Stalker 1, 3 - Alan Wake - Fear (the spooky mumbo jumbo aspect was rather annoying in the way it affected gameplay) - Risen - The Witcher 1 Thanks in advance!  
  12. Apparently, FBReader cannot open ebooks from sdcard yet, so it's useless.   But your mentioning the infamous bloatware producer Adobe made me look whether there might be a mobile version of Foxit reader - and indeed there is!  (for WP8, Android, iOS). It works as expected.
  13. Okay, so the software for the G700 does this, but apparently not storable as profile (the X / Y sensitivity distinction), only globally, which is quite an annoyance but works... Apparently the older logitech software (forgot the name) was better in that regard, but it doesn't recognize my mouse.
  14. Logitech, I have a G700 and just yesterday installed the never-used-before software to see whether it did suport that, I onwly saw genery DPI settings, not separate for X / Y, but maybe I didn't look properly. As for the SendInput, I'll look into that, thanks.
  15. I've encountered a few (luckily very few) games now over the years where either the developers f'd this up and then didn't care, or perhaps some retarded game designer thought this was cool: Different weighting of the mouse axes, without any option to set this to your liking. Example: Metro (2033 and Redux), where the Y axis is much less sensitive than the X axis, which makes the game unplayable for me. If found some forum threads across the net were people felt the same way, but an alleged solution (mentioned only once and no one reporting success) to set some mouse curve in a cfg file doesn't work.   So I thought, could there be some general way to solve this, once and for all, for every game that would be worth playing if it weren't for that issue? Does anyone know of e.g. a custom mouse driver that would allow setting profiles with such different weighting factors...? Or if there isn't already, how would one go about implementing this, if it's possible? I guess if people can write xbox gamepad "emulators" something like this could also work.