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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.

deks

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  1. Here's a (basic) implementation of a rw-spinlock: http://jfdube.wordpress.com/2014/01/03/implementing-a-recursive-read-write-spinlock
  2. Shakes and Fidget is the perfect game to play while you compiles!
  3. I still use it too!
  4. Quote:Original post by deks Hi. I'm gathering huge amounts of events data in the form (event_name,start_cycle,end_cycle) in my game and I want to visualize it on a graph, something similar to VTune, Pix, etc. Before implementing this viewer, I was wondering if there was existing (free?) solutions out there. Thanks! JF GraphViz looks great. Any other?
  5. Hi. I'm gathering huge amounts of events data in the form (event_name,start_cycle,end_cycle) in my game and I want to visualize it on a graph, something similar to VTune, Pix, etc. Before implementing this viewer, I was wondering if there was existing (free?) solutions out there. Thanks! JF
  6. Quote:Original post by Talroth Quote:Original post by Oluseyi Quote:Original post by Awoken Chris Reynolds I tried giving you a very helpful rating thinking you'd get a rating of like 2 or something, but it didn't work. Seems you've been eternally banished to the underworld of "0". how come? Your rating is too low to materially affect his. Plus, ratings are a bit like gravity. Even I might not be able to budge his rating right now, if enough people have rated him negatively (remember, ratings are clamped to a floor of 0 rather than going negative). Why are ratings clamped at 0 anyway? There are some people that I almost want to see just how bad their rating got. Are they clamped at 0 just for display?
  7. First, you will double the memory footprint of your structures. Second, there's no speed gain of using doubles vs floats: on x86 the FPU operates internally in 80-bits, but you double the memory fetches. On x64, the speed is almost the same. Run some tests by yourself to prove that. So unless you have precision problems for very large worlds, the answer is no.
  8. Hi. I'm looking for a free software that would let me enter personnal notes, with tags and easy searching, as simple as it can be: enter text, set tags, search by keywords, date, tags, etc. Nothing fancy-looking required... Any ideas? JF
  9. There's a good article in ShaderX5 about this: "Normal Mapping without Pre-Computed Tangents".
  10. Quote:Original post by 51mon Yeah, maybe. You mean that I'm instead of storing colors would store texture coordinates. But how would I convert the RGB to a 2-vector texcoord? You say you only use a portion of the RGB colors, and it fits in a football-shape? Maybe you could "unwrap" it in your texture, then use the same function to convert a color to a UV texcoord.
  11. You could use a texture lookup for this (the texture acting as a palette)?
  12. Thanks to everyone, I'll post again if I find a way ;)
  13. Hi. It looks like the best way to multi-thread a software renderer is to use the edge function instead of the traditional scanline algorithm. See the paper "A parallel algorithm for Polygon Rasterization" from Juan Pineda (1988). The implementation is well explained in this post. Then, each block can be assigned to a different thread for rendering them simultaneously. JF
  14. Hi. I have a 64-bits enabled CPU, but I am running the 32-bits version of Vista. I want to do some testing with 32.32 fixed-point code I am implementing, and want to use 64-bits registers. Is there a way to test 64-bits code when the CPU is in 32-bits mode? Thanks, JF