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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.


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About Dragun

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  1. Hmmm...then what's the point of index buffers if texture mapping is N/A? This sucks.... Let me see what happens if I stetch a texture over this whole thing...
  2. Is it possible to properly texture map using vertices in a vertex buffer while the terrain is laid out in an index buffer? I'm trying to texture map my terrain: I've read that it can't be done because the texture coords would be jacked while some tutorials hinted that there's a way around this. Can anybody shed some light? Thanks. [Edited by - Dragun on May 22, 2005 5:43:54 PM]
  3. Hey fellas, just wanted to let you guys no I hammered down the vertice and index buffer routine so I can now generate the basic maps on the fly (I throw in '4' and it creates a 4x4 hex map). This is a 64x64 hex map with a funky rotation loop [Edited by - Dragun on May 22, 2005 5:54:11 PM]
  4. What questions do you have?
  5. Here's an update on what I have going. So far the map is hardcoded and rendered with a vertex and index buffer. I haven't figured out how to texture map it so far...Also I plan to replace the hardcoding of the vertex with an algorithmn... [Edited by - Dragun on May 22, 2005 3:50:32 PM]
  6. Hey Frostburn, with your idea I can do triangle fans...good point.
  7. Currently it's at: ...________ ../|...../|./.|..../.|./..|.../..|..\..|../...|../ .\.|./....|./ ..\|/_____|/ With each hex tile following it's own slope (the four tiles will have the same slope), I don't think adding a pivotal point in the middle would do anything besides increase the vertices being rendered. But I could be wrong... Oh, and any ideas for a map? Damn, this forum blows on formatting. [Edited by - Dragun on May 10, 2005 2:01:57 AM]
  8. Call me crazy, but I'm trying to create an 3D engine with rolling terrain via Hex tiles. Inspiration came from 'Dai Senryaku VII' on the Xbox. The only thing I hated about the game is the 'stacked' hexes for hills when they clearly should have done a rolling terrain of some sort. I've figured out how to texture map onto a hex using triangle strips but now I'm stuck on how to actually create the rendering loop for the map. I thought about doing it 2D style where I would write a function to individually render each tile at a time but that was horrendously slow. Anybody have any ideas? Any suggestions would be appreciated. To get what I'm trying to accomplish, the following pcitures are Dai Senryaku (the inspiration), the hex grid system that I'm using for the terrain height (yes, lots of wasted space), and the rendering of my single hex so far (yes, four triangles make a hex). [Edited by - Dragun on May 22, 2005 3:52:05 PM]
  9. All this talks reminds me of the SNK fighting game King of the Monsters...
  10. Made a simple hello world program with my new Mac and it's great. Whatever. So I started to drop in my generic header files with a bunch of classes and it's giving me errors with the declarations of my classes. Getting frustrated, I removed all the files and made a simple 'Foo' class and it still give me declaration errors. I finally came to the conclusion that Xcode is not compiling the C++ code. Is there anything special I have to do? All I did was start a new empty Carbon application and went from there.
  11. Yeah, I guess the game is a satire of the religions today (mostly a reflection of those in the US). But it would be sweet if one of the 'hard' campaigns would be to rectify the religion when one of your hired clergymen got caught doing something he *wasn't* suppose to do and attendance to the church starts falling...
  12. Thanks for all the suggestions fellas. I will keep these in mind. I think I'll keep with the isometric perspective because I think the art would be a lot easier to do (and faster to program). And for the membership goes, maybe I should change it to tribute?
  13. Hey, how about a GDN desktop image eh? I think it's about time! Have the 'G' all spiffed up in a cool looking background. Or something like that...Someone does have a high res version right?