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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.

Kimmi

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  1. You can also, even using Windows, install packages via pip ( the Python package index ). Just follow this quickstart if you are interested in: https://pip.pypa.io/en/stable/quickstart/
  2. in the last months I wrote an importer for the OpenGEX-asset-format in the Asset-Importer-Library. At the moment it supports: Node hierarchies Static meshes Material definitions You can find the importer in the Asset-Importer-Library-repository on GitHub: https://github.com/assimp/assimp Bone-animationas and other features will follow. For the OpenDDL-parsing I used my own library called OpenDDL-Parser ( https://github.com/kimkulling/openddl-parser ). Feel free to play around with it!
  3. I started to work on a simple OpenDDL-parser. This will be used in the Asset-Importer-Library for the OpenGEX-importer, which I am currently working on. You can find it here: https://github.com/kimkulling/openddl-parser Why I started to work on a separate parser and didn't used the reference implementation coming from Eric Lengyel? When working on the OpenGEX-importer I saw that a OpenDDL-parser would be a really useful tool I wanted to have it on github ( for issue tracking releases etc. ). For reproducing issues I wanted to have a automated test suite The reference implementation coming from here http://openddl.org/ is good for readability and understandability, but I wanted to play around with it on my own just for fun I pre-released it as Alpha.
  4. Have you tried to start the cmake run in a visual studio console?   Kimmi
  5. Hi,   the cmake-build environment will be testst for each commit to github. We are only maintain this way to build.   Kimmi
  6. I debugged a problem some years ago and found the following line: logbook->logMutex( true, true, false, true ); Unfortunately at that moment I didn't had much time to laught about it  .   Kimmi
  7. It is the same library. We switched our repository from sourceforge to github after getting part of the Debian-repository ( was much easier to maintain ). Sourceforget is just hosting the prebuild binaries. 
  8. You're welcome :-).
  9. Just updated the post, thanks for the hint ( thank god it'sd friday ) ...   Kimmi
  10. Nice to hear that. We just heard at the Google-Developer channel, that the shortcut could be a little bit misleading :-).
  11. I am happy to announce the Asset Importer Library 3.1.1. release. You can find the source on github: https://github.com/assimp/assimp/releases/tag/v3.1.1 You can find the pre-compiled binaries and the current release notes at sourceforge: https://sourceforge.net/projects/assimp/ . And you can find our changes here: https://github.com/assimp/assimp/blob/master/CHANGES Thanks for all supporters including all your nice feedback, bugreports, pullrequests and all the other stuff you helped us the last years. And sorry for the name assimp, we just recocnized how bad it sounds in english :-). Kimmi
  12. OpenGL

      Seems so that he has enabled the conversion already ( see the selected importer flags ), but this would be my first guess as well :-).   Kimmi
  13. OpenGL

    The importer flags looks ok for me. I also checked if this is an known issue in our issue-database on github. Do you have the same effect if you try to illuminate your model standalone?    Kimmi
  14. Are you using bouble-buffering with OpenGL? If now: you should. You can check this in your SDL-configuration for your OpenGL-Context: just check the SDL-doc for this feature.   With best regards, Kimmi
  15. Have you already try to use the Asset Importer Library - FBX import feature? I haven't used it now but a lot of your requested features shpuld be already supported by it. And you can use our viewer to verify your models.   See https://github.com/assimp/assimp/tree/master/code to learn more about it. And of course feel free if you have any questions regarding this topic.   - Kim