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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.

NiteLordz

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  1. @Hodgman you planning on sharing an application with your findings ?
  2. I started using vs 2015. It supports ndk debugging, and the emulator is smooth and fast.
  3. I have been using this open source engine for inspiration for a long time now. it is very clean and thought out.   my suggestion, would be to dive into the code, and start playing with it.  step through it, and see how it goes.   i would also suggest jumping on this forum, as this is where the devs talk and what not http://urho3d.prophpbb.com/   Next, i would look through the documentation http://urho3d.github.io/ (links on the left).   Enjoy and have fun with it
  4. I have been searching for a working sample of Emscripten in VS 2013, but none of the samples work. I know it's officially supported in vs 2010, but I'm hoping not to have to install 2010. Thanks for any input.
  5. IDE

    This sounds like what I'm looking for. I'm working on an editor using qt as well. If you want any help testing, don't hesitate.
  6. IDE

    Yea, I tried to figure out where/if those reg keys existed, but no joy. I was also looking for code completion, not just syntax highlighting, I think I'm reaching a bit for that though.
  7. IDE

    I have been writing many script files lately, and I was wondering if any of these exist, or what needs to happen to make them exist. I'm looking for an editor that could support intellisense, compiling against my exported script members etc... I'm on windows and using visual studio 2013. Can this be accomplished, or even an external editor with this functionality. Thanks much
  8. Adding to cozzie's...   Off the top of my head, as a web developer who has interviewed a handful of people,   -What technologies are you most proficient in ? -What technologies are you lacking skills in? <-- Be honest, nobody knows everything -What technologies would you like to learn ? -Do you like programming the front end flashy, or the back end data ?
  9. In Unity, when you double click on an object in the hierarchy window, the scene automatically shows the selected object, centered on the screen, at a proper zoom level showing the object. How is that accomplished.
  10. Thanks for the responses, but i don't think i was clear enough in my problem statement. I am already able to select the object.  My problem is that i have a hierarchy view on the left side that lists all objects within my scene. Then i have a scene window which renders the scene (hierarchy tree).  From the hierarchy view on the left, i want to select an object, say a cube that is 1 x 1 x 1. when i double click on it, i find it in the scene (already got that).  But now what i want is to have the scene rotate to that object (already got that), and zoom in so where the cube is centered, and focused.  I want this to work for all objects, so that an object that is 100 x 100 x 100 centers in view the same as an object that is 1 x 1 x 1.   I hope that was a little more clear.
  11. I'm working on an editor, and have many features working properly. Now I'm working on a few tweaks. One of them is being able to focus on the model when double clicked. I have played around with it, but haven't quite figured out the algorithm. Given an objects transform and bounding box, what do I need to do.
  12. Currently i have a cross platform engine and multiple samples that i have created by hand in different IDE's for testing.  Now i want to take it a step further, and export template builds from my Editor, ala Unity.    Has anyone had any experience with this.    For example, i have an base example project in Visual Studio 2013, that i can create the stock application from.  I would like to have within my editor provide the name and other properties of the project, and then click a button and have it build that exe, or project for debugging.   Thanks in advance.
  13. That's how i understood it, just wanted a little clarification on it.  In the scenario i provided, if that is the basic gist.  From my research, that about sums it up. 
  14. I'm trying to understand how one would utilize the deferred context, as opposed to the immediate context. Currently, my engine uses only the IC, but i have multithreading implemented in the engine, i use it for Frustum culling of objects and lights.   Given a scene that has 12 unique objects, with seperate VB/IB and materials.    Currently, my engine would spawn N Threads, on my system it's 4. Each thread would be given 3 objects to frustum cull, and return the results. After the culling, let's say i had 4 objects that were visible.   At this point, would each worker thread continue on, rendering to a deferred context, after each completes, they would finalize, and execute on the immediate context ?        
  15. I love that L. Spiro mentioned Glide!!!!