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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 spencerholmes

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  1. Hello. I am currently finishing off characters for a game demo i will soon be completing. I am making up different characters for my demo, which will do different animations based on their surroundings. For instance a soldier, which will march backwards and forwards or when interupted pull out his/her gun. I have been creating these characters in 3ds max and now i need to know if there is any code out there or a loader, which i will be able to use to load them into my game code? I am using a mixture of c++, opengl and directx for my demo. If anyone as done anything like this in the past or know of a link, which i can use, can you please let me know?! Thankyou S
  2. Games Developer. A little bit of everything never kills you! :) S
  3. I took a BSc Computer Games Development Degree which was great. I studied modules such as: 2D Graphics 3D Graphics Advanced 3D Graphics and Virtual Reality Interactive Animation Computer Games Design and Architecure Computer Games Programming Advanced Computer Games Programming Computer Games Practice I learnt alot and i would definitely recommened a degree to anyone wanting to know about games and get into the computer games industry. S
  4. Hello. I am creating a game-world and now i am at the stage where i want to put in realistic looking terrain; something which is not flat. The terrain i will use will be a model from which i have made in 3ds max. I am using a loader to get the file in. The question i have is: Does anyone out there know or know where to get information on making the Camera move smoothly across the terrain. I know this problem has something to do with updating the Y() position of the camera according to the terrain but i don't know how to do this. The tutorial i am using is the 3ds loader one from Marrowland.com. Please anyone? S [Edited by - spencerholmes on February 16, 2006 1:27:39 PM]
  5. I would learn to read first. If you can do that great, then i would move onto reading everything about the beginings of basic graphical programming. There are many resources on the web. Try: http://nehe.gamedev.net http://www.CodeSampler.com This site->gamedev.net http://www.gametutorials.com After you get yourself familiarised with the basics move on. After that try hard more advanced topics until YOU fell you know enough to do what you really want to. In this case an RPG. Remember you will have to learn yourself. No-one is going to do this for you! S
  6. Why not make the whole tree rotate and not just the leaves? It would be easier! S
  7. Quote: Just because the TUTORIAL you saw used glTranslatef(), it doesn't mean you can't do other things. Go with the resetting the matrix approach everyone's already suggested, its a good one. The original tutorial didn't use glTranslatef(), it is just the only way i can get the objects to re-position! S
  8. I have already tried written my own methods for it and they don't work. Such as: void SetPosition(float x, float y, float z) //doesn't work I have also tried an overloaded constructor for the class, something like: C3dsLoader(float x, float y, float z, float h, float w, float d); within the main i have then tried: C3dsLoader objectLoaded[10]; objectLoaded[0] = new C3dsLoader(0, 0, 0, 2, 2, 2); //in the update i have called: objectLoaded.Update(); //in the render objectLoaded.Render(); Maybe i will post you the code and you can see what you think? S
  9. I understand what you are saying but as i said before the weapon is a 3ds file and the only way i can position it is using glTranslatef(x, y, z); i took a look at your link and i noticed you used 9 parameters when i can only use. If i were able to use 9 i think i would be able to sort it out. I think i am going to post the code! S
  10. I want the weapon to move forward/rotate when the camera does. Is this the right approach? What i was thinking was having something like this: glPushMatrix(); glTranslatef(this->_pCamera->getX(), this->_pCamera->getY(), this->_pCamera->getZ()); Weapon.Render(); glPopMatrix(); then the weapon would always be in the same position as the camera. I would then increment/decrement the weapon accordingly to that of the camera and thus would make it look ok and run smooth. What are your feelings about this? S
  11. Hello. I am writing a game and i want the weapon to stick out of the camera like in classic FPS games. I have setup my camera using them following code. gluLookAt(mPos.x, mPos.y, mPos.z, mView.x, mView.y, mView.z, mUp.x, mUp.y, mUp.z); I am having problems assigning my weapon to the same position as the above because i am using a 3ds model. I can only position my 3ds model using the following code. glPushMatrix() glTranslatef(x, y, z); 3dsLoader.Render(); glPopMatrix(); As you can probably see now the glTranslatef function only takes in 3 parameters and is not setup as a vector like i have done in the gluLookAt() function. I want to know if anyone else has encountered this problem and in some way overcome it. I really don't know what to do and i am open to any guidance! // what i wanted to do was give the weapon the same make-up as the camera. I would then just update the pos.x, pos.y and pos.z accordingly to the camera so both camera and weapon would move at the same speed. I have everything else sorted out just this problem. S [Edited by - spencerholmes on February 13, 2006 8:06:09 PM]
  12. If you are using Pathfinding to direct your cars around the track there will be a series of nodes in which the AI cars will follow. If your cars hit a node which it has already had contact with on that lap then it is going in the wrong direction. I would read up on Game waypointing and pathfinding to get a good idea of this technique as it is used widely in professional game development. S