• Announcements

    • khawk

      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.

gamelife

Members
  • Content count

    234
  • Joined

  • Last visited

Community Reputation

204 Neutral

About gamelife

  • Rank
    Member
  1. I installed Visual Studio 2015 recently. Whenever I launch VS and start debugging a C++ application, I get a popup window saying:   "Script diagnostics require certain permissions to be set on the folders to which it is installed. Do you want to fix this?"   I click Cancel and still be able to debug the program.   What is "Script diagnostics"? Should I click OK?
  2. My ex-boss currently owns a non-IT/game related business. He recently contacted me, knowing I had worked in the games industry for ten years, had track record of good technical skill, and also had idea of a new project that might earn high money.   He is now preparing a proposal to outside investors to found a subsidiary under his current company. The subsidiary will focus on IT/games. He verbally agreed to include me as an equity partner, and wanted to include my portfolio in the proposal for first round of funding. The proposal has to be finished in a short time, and since I don't have enough time to draft my new project's idea, my ex-boss will use his own simple idea about classical mobile game in the proposal.   Now I am thinking how much can I ask for the equity. It seems to me that my ex-boss is just providing his business knowledge and relationship with investors to the new company, and he invests no money from himself. Once the outside funding is captured, I will be the person who works full time and manage the core production. Now should I regard myself as a co-founder and ask for more equity, and if I could not get more, I would rather be a normal employee and ask for high salary?  
  3. To answer my own question, adding these lines to httpd.conf seems solve the problem. AcceptFilter http none AcceptFilter https none EnableSendfile off EnableMMAP off
  4. I have recently installed Apache 2.4.7, PHP 5.5.8 and virtual hosts on Windows Vista. Now I often experience a strange connection hangs problem: (1) Open Chrome and Internet Explorer, both connect to one of the virtual hosts (2) Repeatedly do some random actions and refreshes in both browsers (3) After a while, the browsers will show "Connecting..." and hangs. When it happens, if I open a new tab and connect to another virtual host, it will also hang. (4) The only way to solve the "Connecting..." status is to stop loading the initial page, and refresh the browser. After that, all other hanging connection to other virtual hosts can load.   The way I have setup virtual hosts is edit the file C:/WINDOWS/system32/drivers/etc/hosts and it looks like: 127.0.0.1 localhost ::1 localhost 127.0.0.1 dpi.vh.com 127.0.0.1 pi.vh.com   And I have edited the file httpd-vhosts.conf like this: <Directory D:/wwwroot> Require all granted </Directory> <VirtualHost *:8080> ServerName localhost DocumentRoot "D:/wwwroot" <Directory "D:/wwwroot/"> Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "logs/localhost-error.log" CustomLog "logs/localhost-access.log" combined </VirtualHost> <VirtualHost *:8080> ServerName dpi.vh.com ServerAlias dpi.vh.com DocumentRoot "D:/wwwroot/dpi.vh-test.com/site/" AddDefaultCharset UTF-8 SetEnv KOHANA_ENV PRODUCTION <Directory "D:/wwwroot/dpi.vh-test.com/site/"> Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "logs/dpi.vh-test.com-error.log" CustomLog "logs/dpi.vh-test.com-access.log" combined </VirtualHost> <VirtualHost *:8080> ServerName pi.vh.com ServerAlias pi.vh.com DocumentRoot "D:/wwwroot/pi.vh-test.com/site/" AddDefaultCharset UTF-8 SetEnv KOHANA_ENV PRODUCTION <Directory "D:/wwwroot/pi.vh-test.com/site/"> Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "logs/pi.vh-test.com-error.log" CustomLog "logs/pi.vh-test.com-access.log" combined </VirtualHost> I have .htaccess file in both directories like this: # Turn on URL rewriting RewriteEngine On # Installation directory RewriteBase / # Protect hidden files from being viewed <Files .*> Order Deny,Allow Deny From All </Files> # Protect application and system files from being viewed RewriteRule ^(?:application|modules|system)\b.* index.php/$0 [L] RewriteRule gallery_(.*).xml mread/detail/$1 [PT] # Allow any files or directories that exist to be displayed directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # Rewrite all other URLs to index.php/URL RewriteRule .* index.php/$0 [PT] I am sure the connection hangs problem is not due to the PHP code, since I have added a few lines at the start of index.php to write log into txt file, and when the "Connecting..." situation happens, nothing is written into the txt file.   When the connection from browser hangs, I have tried to ping the domain (dpi.vh.com, pi.vh.com) and telnet to the port (telnet dpi.vh.com 8080, telnet pi.vh.com 8080), and these all works.   Anyone knows what might be the reason?   (BTW, the sites are using Kohana 3.0... not sure if that's the cause)
  5. For example, some commercial file sharing sites disallow simultaneous downloads from the same user using a free account. Some people said the server does this by checking the source IP address, so tricks like using socks proxy can trick the servers.   My question is, for many people using the same ISP behind NAT, won't the server see all these people having the same source IP address? Won't blocking simulaneous downloads by identical IP would block all people behind NAT, even they are using different machines?   If that's true, is there any true method for server to tell TCP connections are originating from same machine?  
  6. Suppose my company operates an online game that has the following features: (1) players find partners to form teams, and the whole game is based on team vs team matches (2) match result depends on more skill than luck (3) free to play (4) players can use real money to purchase virtual items, but those items won't directly influence the chance of winning My company wants to run an knockout tournament that operates like this: (1) partcipated teams compete with each other, and the winner proceeds to next match (2) the final winner is awarded a prize (physical item or cash) (3) free to join Now I am concerned about the legal aspects of running such a tournament. If I ran the tournament in my own country (only local players allowed to join) I would seek advice from local relevant departments about whether it is against gambling laws, whether I need to get license, etc. AFAIK, it depends on factors like free to join, skill / luck ratio, item instead of cash reward, etc. I would be interested to know about such regulations in your country. Also, how about run the tournament internationally?
  7. It has been a long time I haven't visited gamedev.net... I remember in the old version, when I logged in, there was a small notepad area where I could type anything I like. But I can't find the notes now. Is it completely gone?
  8. Recently I want to conduct stress test in servers and I encountered some issues about using performance monitor. Google doesn't help. I started by running perfmon, added a new data collectior set under "Data Collector Sets"->"User Defined", then added a new data collector that contains these counters: \Memory\Available Bytes \Network Interface(*)\Bytes Total/sec \PhysicalDisk(*)\Avg. Disk Queue Length \Processor(_Total)\% Processor Time \Processor Information\% Processor Time \PhysicalDisk\% Idle Time \LogicalDisk\% Idle Time By the way, I found that there were a default counter named "Performance Counter" there, so I deleted it. Then I scheduled the collector set to run for 3 minutes, and I set the "Restart the data collector set at limits" option for duration of 1 minute. After the collection, 3 folders are generated, namely something like "USER-PC_20120109-00000(1-3)". Problems happen when I view the report in "Reports"->"User Defined"->"Data Collector Set 1"->"USER-PC_20120109-00000(1-3)". When I view "USER-PC_20120109-000001", 3 error windows popup one by one. 1st: Unable to add these counters: \Memory\Pages/sec, \PhysicalDisk(_Total)\Avg. Disk sec/Read, \PhysicalDisk(_Total)\Avg. Disk sec/Write 2nd: One or more of the selected counters are already present and won't be added again. 3rd: The following system error occurred when trying to complete this operation: The specified record was not found in the log file. After I clicked "OK" for these 3 windows, I can view these counters in the lower pane: \Processor(_Total)\% Processor Time \PhysicalDisk(_Total)\Avg. Disk Queue Length \Network Interface(...)\Bytes Total/sec \Network Interface(...)\Bytes Total/sec \Network Interface(...)\Bytes Total/sec \Memory\Available Bytes So, the 1st problem is, I didn't include these counters when I created the collector set: \Memory\Pages/sec, \PhysicalDisk(_Total)\Avg. Disk sec/Read, \PhysicalDisk(_Total)\Avg. Disk sec/Write. How come it pops up an error window saying these are unable to add? Also, I included these counters, but they are missing: \PhysicalDisk\% Idle Time, \LogicalDisk\% Idle Time. Then I view "USER-PC_20120109-000003" as report. There is a warning saying that: Symptom: Missing Events in Event Log Details: Investigate why 26% (27,337) events were lost during data collection. The settings for Event Tracing for Windows (ETW) maximum buffers and buffer size may not be optimal depending on which data sets are being collected. Googling said that I can increase the ETW buffer sizes by creating a key at registry: [i]HKCU\SOFTWARE\Microsoft\VisualStudio\10.0\VSPerf\Monitor\EtwConfig.[/i] But I am not sure I want to do this, since this sounds strange to me that such setting is related to Visual Studio 10.0. Anyway, for those of you used Performance monitor, any ideas?
  9. I've already tried locking the coincident vertices. It does not help much, since a large amount of pieces are touching in edges, or even intersecting.
  10. My task is assigned from the lead programmer so I think he has already done profiling. I already merged the pieces before LOD. It helps a bit, but not perfect. In far distances, I second that render to texture is a good choice. The problem is just medium distances. The LOD tool is used to merge the pieces, perform LOD, and combine textures. I've voiced out several times that LOD can't be perfect when the input mesh is disconnected, and we'd better get artists to clean up the result by hand. Apart from the holes issue, the UV mapping after LOD needs to be fixed manually too. But I was told that the artists are too busy, so I need to try making the tool cover all cases and yield the best result. Errrrr.
  11. Hmm, I think the situation is not that worst. At medium to far distance, the parts of a building are combined together as a single mesh (1 draw call).
  12. The artists in my company build large objects by putting separate parts together. For example, we have separate models of windows, walls, ledges, pillars, doors, etc. To make a whole building, they put multiple parts at different positions, allowing the parts to simply touch or intersect. As a result, a building would consist of 100 disconnected meshes. Now I'm assigned the task of writing a tool for auto LOD generation. I found that it's hard to avoid holes after polygon reduction. I've tried many methods like locking the open edges or coincidnet vertices, but holes cannot be 100% avoided. I also tried to auto-split touching or intersecting edges, but it results in tremendous increase of polygon count. So do you think it's a good idea of modellng large objects by simply putting small pre-made pieces together, without resolving the intersecting polys? It would definitely save poly count, but it also hinder auto LOD generation. What's the common practice in game companies?
  13. Hi guys, a quick question - When I submit a triangle list to the GPU using one draw call (e.g. DrawIndexedPrimitive), under today's GPU sophisticated internal optimizations, can I guarantee that the result is effectively the same as rendering each triangle in sequential order? This is concerned in some situations like alpha blending etc.
  14. I'm implementing 'Quadric-Based Polygonal Surface Simplification' for vertices with multiple attributes (pos, color, uv, etc.). I am using this thesis as reference: clicky. So each vertex is a vector of arbitrary dimension (> 3). For normal triangles, I can compute the 'generalized quadric' using the steps given in section 5.2 (generalized error metric) with no problem. Now I get stuck at the step of calculating the general quadric for the 'constraint plane' described in section 3.6. A constraint plane is a plane perpendicular to the face through an open edge. In 3D, it's easy; but in n-dimension space, how can I form the 'perpendicular' plane and calculate its quadric? Thanks for help!
  15. Hi guys, I want to know how the professionals think about this situation. Here is the situation: So I am working as a lead programmer in a company for a commercially released MMO. Although the MMO is already released to public, the MMO's codebase is really poor and buggy. For example: - When 100+ players gather around the same area, some players will automatically disconnect. - When you just walk around the map without doing anything, you will find the memory usage (from Windows Task Manager) bumps up. These are just examples, there are numerous other examples that are not obvious from business side. The programming side has no time to fix it, since everyday, the internal producer and designers come to ask me: They want a new feature (either a big feature or small feature that comes from them or the boss), and ask these 2 questions: - Is it technically possible? - How many days the programmmers need to do it? All I have to say is: "This is possible and need X days." I got no chance to say: "This is possible, but from technical standpoint, it is NOT WORTHWHILE to do it." The programming team is exhausted in full-time doing the game design features. The codebase & engine is just left in a crappy state. So, while the company is still hiring new programmers (it's hard, we can't find a suitable one in past half year), what are your suggestions to my company to remedy this situation? I want to hear comments from professionals, thanks you!