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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 Nytegard

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  1. I'm changing the resolution and have multiple monitors and running full screen.  There's several seconds of delay where the screen is black.  I tried SDL_WINDOW_EVENT_SHOWN, but that was returning almost immediately while I was still waiting for the screen to actually display.  I'm looking for an efficient way of knowing when to start actually running the application rather than putting up a delay as a hack.  (I also queried all the Window Events and nothing is being called around the time when the screen returns to a drawable state).   *EDIT*   I only have this issue with multiple monitors.  If only using one monitor, everything works as expected, or if I use a window and not full screen, everything works as expected.
  2.   I certainly wouldn't say I idolize a developer, but I can understand having a developer hero.  For me, it is probably Roberta Williams.  Her games are pretty much what inspired me to go into the computing field.
  3. Honestly, I'm not a fan of action games.  I prefer more intellectual games such as puzzles & adventures (not action/adventure, that's a completely different genre).  Think Lucas Arts & Sierra games of old, or The Last Express (similar games which are sorely missing from app stores).  I just like to take my time and play on my schedule and not the games.  As for dimensions, I prefer 2D.  I can only play 3D games for so long before I get nauseous and I also tend to find that 3D gameplay is too simplistic for my taste.  (I don't mind 2D gameplay with 3D graphics though).
  4. OK, I've made a few changes but there's massive flickering on the reshape.  If I force a redraw without CVDisplayLinkIsRunning, everything draws correctly, but moving the splitter window and other resizes come to a crawl in speed.   (NSOpenGLPixelFormat *) createPixelFormat { NSOpenGLPixelFormatAttribute attr[] = { kCGLPFAAccelerated, kCGLPFADoubleBuffer, kCGLPFAColorSize, 32, kCGLPFADepthSize, 16, 0 }; return [(NSOpenGLPixelFormat *)[NSOpenGLPixelFormat alloc] initWithAttributes:attr]; } - (id)initWithFrame:(NSRect)frame { NSOpenGLPixelFormat *pixelFormat; pixelFormat = [self createPixelFormat]; self = [super initWithFrame:frame pixelFormat:pixelFormat]; if (self) { } return self; } // This is the renderer output callback function CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext) { CVReturn result = [(__bridge OpenGLHelper*)displayLinkContext getFrameForTime:outputTime]; return result; } - (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime { @autoreleasepool { if ([self lockFocusIfCanDraw]) { // Add your drawing codes here NSRect curFrame = [self frame]; [self drawFrame: curFrame]; [self unlockFocus]; } } return kCVReturnSuccess; } - (void) prepareOpenGL { [super prepareOpenGL]; // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] makeCurrentContext]; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; CGLLockContext([[self openGLContext] CGLContextObj]); if (nil != m_RTextures) { [m_RTextures LoadTexture]; } glEnable( GL_TEXTURE_2D ); // Enable texture mapping glShadeModel( GL_SMOOTH ); // Enable smooth shading glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CGLUnlockContext([[self openGLContext] CGLContextObj]); // Create a display link capable of being used with all active displays CVDisplayLinkCreateWithActiveCGDisplays(&displayLink); // Set the renderer output callback function CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, (__bridge void *)(self)); // Set the display link for the current renderer CGLContextObj cglContext = [[self openGLContext] CGLContextObj]; CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj]; CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat); // Activate the display link CVDisplayLinkStart(displayLink); } - (void) reshape { //[super setFrameSize:newSize]; NSRect rect; [super reshape]; CGLLockContext([[self openGLContext] CGLContextObj]); [[self openGLContext] makeCurrentContext]; [[self openGLContext] update]; rect = [self bounds]; glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, rect.size.width, rect.size.height, 0, 0, 100.0f); CGLUnlockContext([[self openGLContext] CGLContextObj]); // Ignore if the display link is still running if (!CVDisplayLinkIsRunning(displayLink)) { [self drawFrame:[self frame]]; } } - (void)drawRect:(NSRect)dirtyRect { // Ignore if the display link is still running if (!CVDisplayLinkIsRunning(displayLink)) { [self drawFrame:dirtyRect]; } } - (void) drawFrame:(NSRect)dirtyRect { CGLLockContext([[self openGLContext] CGLContextObj]); [[self openGLContext] makeCurrentContext]; glClearColor(0, 0, 0, 255); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for(NSObject<GraphicsProtocol> *GraphicsObj in m_objectArray) { [GraphicsObj Render: dirtyRect]; } CGLFlushDrawable([[self openGLContext] CGLContextObj]); CGLUnlockContext([[self openGLContext] CGLContextObj]); }
  5. If you're paranoid about your information getting out, that's about the last thing you should do. Typically, if I recall correctly, the number one name a person typically looks for on search engines, when you remove celebrities, is their own name.
  6. [quote name='Radikalizm' timestamp='1355578172' post='5010934'] One thing that bothers me though is that the modern UI can only work on one screen at all times, so if I have the media player app docked to the left of my leftmost screen and open up the start menu or the side bar (or whatever they call it) on my rightmost screen, the app will suddenly switch screens, which gets really annoying after a while. [/quote] I've had severe issues with multiple screens and Windows 8, particularly when trying to view video on the secondary screen. Many applications just seem only to work on my primary monitor. Hopefully that's just an NVidia problem. As for boot times, I guess I'm just fortunate to have had a great PC when I had Windows 7, that the upgrade to Windows 8 really wasn't anything noticeable for me. It boots up about 1 1/2 seconds faster than Windows 7. Definitely get the start bar back if you get it. That being said, I'm honestly not too thrilled with the OS. The Metro interface is now cluttered with executables, even if they're the uninstall program that would never be shown on the desktop. And even things such as turning the computer off before you have the start button is not a 1 step affair. Yes, there are ways to alleviate both of the above issues, but a solid OS should not require intervening steps, but work right off the bat. This is an area where Apple does things right imho. All too often the UI gets put on the back burner, because management seems to think anyone can make one, but there's a difference between a UI and a good UI. And making a useful UI is an art.
  7. [quote name='ChaosEngine' timestamp='1354046484' post='5004642'] Well, right now, it's starting to look like the "next gen gaming pc" [url="http://semiaccurate.com/2012/11/26/intel-kills-off-the-desktop-pcs-go-with-it/"]won't actually exist[/url] (or at least, not in it's current form) [/quote] [quote name='samoth' timestamp='1353328818' post='5002324'] [quote name='Hodgman' timestamp='1353288437' post='5002189'] In 3 years time, a lot of people will have the same PC they have right now, so don't get too optimistic. [/quote]This, or an iPad. I'm more concerned about PC becoming less and less common than what silly specs it will have. Who needs 32GiB for a game? Few present games truly need something bigger than a single mid-class graphics card and few use the major part of memory on present day machines. Few people really have a need for running Skyrim with maximum settings on dual WQUXGA stereo displays at 600fps. For something kind of "reasonable", a present-time $150 graphics card, a 2-3 year old CPU, and 4-8GiB of RAM work just fine. [quote]1000W PSU[/quote]This is what the 17 year old experts in specialized builder shops are trying to sell to you [i]right now[/i], if you have them build a PC having a CPU with a TDP of 77W, a graphics card with a TDP of 110W, and a SSD with a TDP of 2W. Obviously typical mainboards consume upwards of 700W, because hey, the experts tell you that you need this. Or that's what you need for charging your mobile on USB... [/quote] In terms of a gaming PC, I think we've hit near the top of the line for at least the next decade. Laptops have surpassed desktop ownership, and tablets look to be on their way to surpassing both fairly quickly. Neither tablets nor laptops are anywhere near the power of the desktop, but that really doesn't matter. It's about money, and for most people, a 7 year old console is good enough for video games. Why would companies want to invest millions to cater towards a minute audience in terms of actual profit? I think tablet technology will have to change somewhat, but that's the way of the future. Sooner or later, it will pass a stagnating PC in terms of capabilities, at which point, the PC as we know it will probably die off.
  8. [quote name='FLeBlanc' timestamp='1338404205' post='4944749'] I hear D3 does have gambling. They call it blacksmithing, and it's shitty and expensive and not worth leveling. [/quote] I wouldn't know about that. While this is also tied to the AH apparently, and the odds of getting something good are slim, at least you're guaranteed an item of minimum stats. Through cowardice and other tactics (I basically forgo the elite monsters and rush to the boss now and just kite them to death), I've managed to progress my monk pretty far. Yet it's frustrating that I need at least Act 3 gear of the next difficulty level to properly gear for this difficulty level's Act 1 when it comes to random drops. At least with the Blacksmith, I can be guaranteed of acquiring a proper leveled item, even if the stats are horrible. Someone else made this statement, and I honestly have to agree with the person, that the game seems to be less "Diablo 3" and more "World of Diablo", only without the monthly subscription fee, in terms of how the gameplay feels so far.
  9. I pretty much agree with Servent of the Lords response about the future of this anti-piracy and where gaming is going. I honestly don't think it's limited to PC's though. As for cheaters, there are already people with 100 million+ gold. Do you honestly think they got that through legitmate game play, or even just stealing other peoples comprimised accounts? Now, as far as the auction house goes, I'm torn. On one hand, I like the idea of a real money auction house. It gives dedicated players (who seem to treat certain games as a second/third job), a way to increase revenue, even if for a little bit. Done correctly, yes, it should hurt the game economy to a certain extent. That itself though, should not punish players who choose not to use the AH (such as hardcore players). And it would provide a bit of revenue to Blizzard, while impairing the illicit gold/item farming sites (often which then infect the PC's with who knows what, given the amount of people complaining about having their accounts comprimised). On the other hand, the way Blizzard has implemented it, or will implement it, is far worse imho than the always on DRM. And sadly, this is a direction I see video games going, and not just Diablo 3. It's not just about the game anymore, or even an expansion pack or two. And it's not just enough to nickel and dime players with DLC, all of which is still limited in the revenue. Now, the game is made significantly harder, that progression is less about playing the game, and more about your real life bank account. As a person on the Blizzard forums posted, it's a Zynga like strategy of progression through purchases. Make a game rely significantly more on grinding than the predecessor, and nickel and dime them continuously if they want to be able to progress through the game. After all, the auction house is an unending supply of newer and better items, and all Blizzard has to do is introduce more content, and at the same time, require some new quests to require specific, but different, skill sets, which will mean the AH has to be used even more. Sure, it's a gold now, but when the RMAH comes out, who's going to want to sell stuff for fake gold when they can earn real dollars? Another example of this is the Tales series on the consoles. Purchase gold and experience for real money. Sure, it's one time only, but I can see MS & Sony and Namco coming to an arrangement on the next gen to give recurring DLC. JRPG's are just a magnet for this type of scheme. Make the game just a little more grindy (monsters give just that much less xp and gold, even later on), and give what seems to be cheap deals in terms of money vs time to get ahead without devoting 30+ hours. Psychologically, micro-transactions are hard to pass up, and can make what seems to be a cheap game just that much more expensive in the end.
  10. [quote name='JTippetts' timestamp='1338177005' post='4943873'] [quote name='Nytegard' timestamp='1338171429' post='4943861'] So apparently Blizzard officially stated that the drop percentage is in relation to how many items are on the AH, which could explain why the drop rate seems bad for certain individuals. (I also don't agree with this, as it is arm-twisting people into using the RMAH). [/quote] Do you have a source link for this, by any chance? Because if this is true, then my god... They've officially jumped the shark. [/quote] [url="http://us.battle.net/d3/en/forum/topic/5149013410"]http://us.battle.net/d3/en/forum/topic/5149013410[/url] [quote] The auction house obviously provides an incredible service to allow for very easy trades between characters, and essentially blows out the wide range of items you could have available to you at any one time. So, in fact, the AH has to be a factor in how we drop items. On one hand you have a huge benefit because you can buy and sell items very easily, as opposed to having to post up WTS threads in the old USEast trading forums, but on the other end it does impact the item pool economy with the inherent ease at which you can trade items.[b] If the AH existed but wasn't a factor at all into how items dropped/rolled, the economy would be completely tanked within a matter of weeks.[/b] [/quote]
  11. [quote name='Stroppy Katamari' timestamp='1338166438' post='4943845'] Always-on DRM in single player, no LAN play, congested and laggy servers (lag must be real fun in hardcore mode...), being forced to beat the game over and over before getting actual challenge, Inferno "challenge" being about buying gear at AH to avoid getting randomly one-shotted instead of having to play well? Sounds fantastic. [/quote] I finally completed Nightmare, and had to put my Monk aside. I know other people stated how they could easily get to inferno with him, but did they do that without buying on the AH? Having low dps, low hp, low everything else, and no real distance attacks is making progression difficult, to say the least. Oh, and after awhile, you start to lose health if you don't manage to kill that elite you've been kiting for the past half an hour. So apparently Blizzard officially stated that the drop percentage is in relation to how many items are on the AH, which could explain why the drop rate seems bad for certain individuals. (I also don't agree with this, as it is arm-twisting people into using the RMAH).
  12. [quote name='JTippetts' timestamp='1337816093' post='4942726'] Not odd at all. RNG. I get drops, but they tend to be bad stats or unusable. Mighty weapons, barbarian belts, stuff like that. I did finally upgrade my weapon in Act 3 this morning. (To a big-ass sword. *sigh*) and my amulet to something with pretty good Int and MF. But the vast majority (ie, everything but sword and ammy) are all sub-L27 equipment. [/quote] I know you uninstalled, but what level were you to not have any upgrades since Act 3 normal? And I also guess, what have you been going after in terms of stats? I'm starting to regret my path with all +xp and +magic gear finding as I just hit Act 2 in Nightmare, and having a hard time survivng without major kiting. But then again, having +83% find magic gear probably has helped me get a constant stream of upgrades. I'm not sure how much longer I'm going to play this, as one of my friends apparently calculated that you'd need a minimum of 20 playthroughs of the game in order to unlock all the achievements. (And to make matters worse, you don't have enough character slots to keep all the necessary characters).
  13. Having previously worked in the finance industry, and still knowing several people in it, the advice I was given was to avoid this stock at all costs for the first week or two. Shorting would have been nice had it not been locked, and had I enough money to afford a margin account. But there were way too many warning signs pre-IPO (excluding the lawsuit and other upcoming legal issues) that anyone with basic investment knowledge would have known that the price was going to dip.
  14. As for the real money, $250 is more than enough as far as a cap goes. To give an analogy, for the past several years, I've used StubHub to sells sports tickets. Similar model. Laws use to be in place forbidding scalping, but there would be several scalping companies (ie: to the gold farming companies). When the state I was in (along with several states around me) revoked the laws, I purchased season tickets to several different teams. The general consensus on the fans' forums was how this was going to be the death of the fan being able to attend games, and how prices were going to skyrocket. In the end though, ticket prices plummetted to the point where you could buy tickets far below face value. Open up competition, and prices plummet. Now, I'm not stating that this will affect the gold farmers money, rather, it will force undercutting of everyone that $250 won't be nearly as low a price as many people think. As far as the cut, that's to be expected. And the drop rate should make it that 10 auctions hopefully won't be too little. If too many people complain, who knows, Blizzard might up the amount. I don't see it as a way to get rich by any means. Just that you might be able to make a couple hundred, if lucky, over the course of a month or two. My biggest concern with a real life money AH is that when money gets involved, certain less ethical events tend to happen more often. These tend to attract people who make aimbots and other cheating devices seem like childs play in their sophistication, and also tend to lead to a revelation as to the real security of the company behind the product.
  15. I don't think it's that the magic is gone, I just think that the game hasn't really evolved enough to be seen as a true successor to Diablo 2. It's honestly hard to succeed when you have high expectations (ie. Deus Ex: Invisible War, Ultima 8, etc). Quite honestly, it's refreshing to see a real money AH. If people are going to devote a portion of their lives to the point it's a second job, they might as well be allowed to make real money from it legitimately. The always on connection is definitely frustrating, as I can't tell you how often I've been in the middle of a dungeon to lose connection and have to replay the whole dungeon all over again. It's even worse when you find an awesome item and lose it (hence why I teleport to town now after every major find). I guess another thing I would have preferred is if Blizzard wasn't so west-coast centric. (This isn't necessarily a Blizzard only problem, as many online games seem to treat the west coast as the center of the gaming world if you live in the USA). I don't think I could play HC mode as I've already died several times through warping and other connection issues (I'm lucky if my ping goes sub 200). I might as well join the European servers, as I'd probably have a better connection there.