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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.

Yann L

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  1. [quote name='serioso' timestamp='1333134880' post='4926769'] We should do this! Then, we should dig up that legendary old thread (does anyone remember the username of the guy who wanted to do this?) and tell him he's not crazy after all. [/quote] Vipejc. It wasn't really a single thread, it was a combination of several threads over several months. A small selection [url="http://www.gamedev.net/topic/279690-aol-newbs-actually-exist-they-are-no-longer-a-myth/"]here[/url], [url="http://www.gamedev.net/topic/279689-looking-to-form-a-hockey--dev-team-for-an-nhl-hockey-game/"]here[/url], [url="http://www.gamedev.net/topic/280347-is-darkbasic-pro-the-best-current-software-to-create-a-hockey--video-game/"]here[/url], [url="http://www.gamedev.net/topic/280783-what-is-the-current-best-game-creation-software-program/"]here[/url] and [url="http://www.gamedev.net/topic/290886-lead-producer-seeks-talent-for-hockey-dev-team/"]here[/url].
  2. Hey Moe, nice to see you're still around I haven't been on for quite some time either and I feel I somehow lost touch with GDNet as well. Good to see some familiar names here on this thread, now that the rest of the site feels like an alien planet of some sort ;)
  3. [quote name='Sirisian' timestamp='1326414953' post='4902166'] Replace 1 TB of pirated material in the OPs statement with 1 TB of child porn, another illegal activity. Most people instantly would be shocked. However, both are illegal things to have on one's computer, but for some reason people in this thread are taking the viewpoint that piracy isn't as bad and thus not a kickable offense. [/quote] This is a very bad analogy. There is an entire universe of difference between music piracy and child pornography.
  4. As ChurchSkiz said. Governments are notoriously incompetent and technophobic when it comes to technologies they don't understand and that they perceive as a potential threat to their power monopoly. And they're notoriously competent at retaining this said power and associated revenue streams with all means, even if that means undermining the very principles of democracy they are supposedly built upon. Nothing new here. I haven't followed this SOPA deal, but from a quick look it seems indeed messed up. Then again, copyright law by itself (and patent law even more so) is messed up and is in dire need of a major overhaul to modern standards, especially with respect to the ever more prevalent global networking environments people live in today. Copyright is obviously an important concept, but criminalizing major parts of the population for minor infringements is just ridiculous and archaic.
  5. [quote name='Lex224' timestamp='1324803547' post='4897227'] 3 pieces of coal and a 33% off Valve games... Wow... [/quote] Similar result for me - 3 coal and 2 coupons... Clearly Valves' random number generator doesn't like us
  6. A bit off topic, but I was wondering. Did you say that you get gifts even if you don't play through their challenges (which I currently don't have the time to do) ? I logged in and only found two promotions (a -50% on Valve games and a -30% on some other game). These don't really qualify as gifts, since they are available as a general seasonal promotion anyway. Am I missing something ?
  7. [quote name='SimonForsman' timestamp='1322736574' post='4889368'] Yes, you can use either mono or dotgnu on Linux. [/quote] The latter one looks pretty interesting but it also looks pretty dead.
  8. I'm definitely most productive at night. For me the reason is the total lack of external disturbances at night. At daytime, you are constantly interrupted by phone calls, emails, people coming into your office with stupid questions and whatnot. And even if you put that "don't disturb me or I'll rip your head off" sign on your office door, the simple fact of knowing that something [i]could potentially[/i] interrupt you at any time puts your brain in an annoying state of alertness that disrupts this special kind of 'flow' you need for programming. All that are non-issues at night. Your subconscious [i]knows[/i] that no external event will interfere with your activity for hours on end. And that tremendously improves productivity for me.
  9. Books like GPU Gems, GPU Pro or the ShaderX series are about techniques, algorithms and math. A 3D API is just a tool to implement these algorithms and is completely interchangeable. In practice both HLSL and GLSL is used by articles in these books for their example implementations. Many are completely API agnostic and entirely math centric (with maybe some shader pseudo-code). Just a note of warning though. Especially the later books in the series contain some very advanced research material that assumes a very firm understanding of your target shader API. These books will absolutely not teach you how to write shaders.
  10. I think this is good information and it is very considerate of him to provide it for free (as in freedom !). This helps tremendously at organizing an event while making sure that Stallmann will not accidentally show up and [url="http://www.fsf.org/blogs/community/rms-ati-protest.html"]ruin it[/url]. Following these guidelines will also make sure that Stallmann will not knock on your door while looking for a place to sleep, resulting in your A/C suddenly running a free firmware locking it to 22 degrees centigrade and your cat being traumatized for life. [quote name='mdwh' timestamp='1319807818' post='4877855'] (As an aside - Ubuntu is non-free? Anyone know what he's referring to here?) [/quote] Ubuntu includes many components that does not follow RMS own personal religious definition of "freedom" (binary drivers or firmware, non-GPL software, use of trademarked logos like the Firefox one, etc).
  11. [quote name='Hodgman' timestamp='1318228575' post='4870984'] The usual way of using in-place memory offsets: [code]struct Foo { int bar; char* name; int baz; }; -- serialization: Foo object; write( &object.bar, sizeof(int) ); int offset = int((char*)(&object+1) - (char*)(&object.name)); write( &offset, sizeof(int) ); write( &object.baz, sizeof(int) ); write( object.name, strlen(object.name)+1 ); -- deserialization: void* buffer = readWholeFile(); Foo* object = (Foo*)buffer; object->name = ((char*)&object->name) + int(object->name);[/code] [/quote] This is going to blow up right into your face the day you decide to port your code to 64bit. And your data file layout will change with the memory architecture. Ugh.
  12. That looks like a hamster spring roll...
  13. [quote name='Red Ant' timestamp='1318325439' post='4871383'] [quote name='Yann L' timestamp='1318325113' post='4871382'] I totally disagree with these claims. Did you look at the general code quality for projects on sites like github, sourceforge and co ? 99% of the code available there would not even pass basic code review in any serious software company. [/quote] Meanwhile those of us working in one of those "serious" software companies know that that's nothing but wishful thinking. [/quote] I may be a bit biased by the harsh code review procedures imposed in the defense sector. Sure, some corporate code is abominable, especially when deadlines approach. Still, this code is written in-situ and designed to fit into a certain project. Usually it works (more or less) for its intended purpose. As bad as it may be, it still has 'virtual' value - the amount of money the company payed the employee(s) to write it. A lot of the FOSS code out there has negative value. It is more expensive to fix it and push it into the required shape (often due to lack of documentation) than to simply rewrite everything from scratch. And then there is the issue of viral licenses of course.
  14. To be honest, I feel a bit alienated by this fatalist attitude towards the value of ones own code that seems to be rampant on this board lately. People claiming that you could just as well post your code on facebook because it's so worthless even the most basic protection would be wasted, that the general value of code is zero (pointing to github or whatever), and so on. I totally disagree with these claims. Did you look at the general code quality for projects on sites like github, sourceforge and co ? 99% of the code available there would not even pass basic code review in any serious software company. High quality, clean, well tested and documented code can gain value very quickly. And we're not even talking about trade secrets or any super innovative new algorithm here. It's simply about good craftsmanship. And that costs money. Of course this can get exponentially higher if actual trade secrets come into play. Mind you, we are not talking about [i]cracking[/i] here. We are talking about illegal code reuse. Someone taking large chunks of your code and copying them almost verbatim into his own products. Someone stealing [i]your[/i] valuable time in order to improve [i]his[/i] products without major effort. Yes, you can take legal action against that. However, as Antheus mentioned, few people have the financial resources to pay for the lawyers and the legal procedures, which can take years. Furthermore, a lot of these violations occur in countries where legal action is not an option (eg. China). And finally, it can be extremely hard to prove that the offending party actually took your code. In contrast to some people here, these intellectual property violators might not think their (stolen) code to be worthless and will certainly not keep it open for you to inspect that easily. So in conclusion, yes I think that easy decompilation is a major concern with managed languages. There is no perfect solution to this problem as of yet (at least not as good as native compilation, which makes code reuse almost impossible). The minimum for any serious project should be obfuscation.
  15. I think he meant posting [url="http://www.nbcbayarea.com/news/tech/Brain-Scanner-Records-Dreams-on-Video-130497213.html"]this[/url] or [url="http://blogs.scientificamerican.com/observations/2011/09/22/breakthrough-could-enable-others-to-watch-your-dreams-and-memories-video/"]this[/url]. Although his original link from mind reading to Steve Jobs (iMindControl anyone ?) is also intriguing Interesting approach, but this is not pulling video from the mind. It's akin to reading a hash value produced by the mind from visual stimulation (and probably a ton of other data) and then searching a database of pre-recorded video material trying to find something that generates a similar hash on a best-guess basis. It's also not at all reading [i]"what you're picturing inside your head"[/i], as the first article (heavily influenced by a technically inept journalist) says. It's [i]"the patterns that appear in people's brains [b]as they watch a movie[/b]"[/i]. Both are very different. This system could probably not correlate dreams at all, as they do not produce the same signal patterns as direct visual stimulation. They're probably just measuring the signals from the optical nerves and/or the visual processing center. Which is still impressive, but not what these articles claim it to be.