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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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  1. Would it be best for the AI to fire the same Events as the User input would generate?   If so what would these Events encapsulate? The Forces applied to the characters?   Cheers
  2. Thanks haegarr,   I will read up more on Kinematics,   starting to think my simple game is turning into a very complex game :(
  3. Hi haegarr,   cheers for the advise   can I still model friction using kinematic control?
  4. Hi haegarr,   I would like the AI to decide what it wanted to do then send events containing the forces to achieve it's goals   Is this not a good idea?
  5. Hi Ashaman73,   it's an ice hockey type game so I need to simulate friction on ice,   How do professional companies do it?   cheers
  6. Hi Ashaman73,   cheers for your feedback   I need to send in Force as I am modelling Friction in my game & am doing proper physics calculations   Does this make it difficult to program the AI? I haven't programmed AI before,   cheers
  7. HI Guys,   I am using MVC design pattern in my game   I fire an Event that contains the Force that will be applied to get my character to move it   Is this the correct way to do this?   If so is this the same technique my AI should use to move it's characters?   cheers
  8. Cheers CC Ricers,   I have created a virtual joystick with my mouse not keys,   do you think averaging out the mouse move events positions would increase control?   cheers for the info
  9. HI SeraphLance,   my game updates are considered once per update, i'm updating 30 time per second   when I up the updates to 60 times per second control increases   I think what I need to do is convert my mouse movement into impulses, queue the impulses in my character & then execute them in my update   Does that seem like a good idea?
  10. Hi frob,   cheers for the feedback   I take the last position of the mouse per update   Should I queue the mouse move events in my model & handle them incrementally when I am updating?   Think that would be good? Any pitfalls there? Collision detection could be difficult though?
  11. Hi Guys,   I have found my controls to be sluggish i.e. my character slowish to respond to input   But if I increase the frequency of my game updates the controls become increasingly sharp   Are there ways of increasing the sharpness of my controls without increasing the frequency of game updates?   cheers
  12. Hi Eklipse,   cheers for the info.   If there's no good documentation it won't be worth it for me   Quicker to roll my own as my game is simple
  13. Hi NoAdmiral,   Bullet seems very good at collision detection but I can't get good documentation for it.   I read the supplied user manual but it's just a basic overview.   I posted the same questions on the Bullet forum but not much success,   cheers
  14. Think I'm gona have to abandon Bullet SDK,   the documentation just isn't enough,   Looks cool from the youtube videos though
  15. Hi Guys, I'm new to Bullet SDK & have some questions about it's capabilities: 1. Can I have a bounding volume inside another & have inner collisions? 2. If I have a cylinder bounding volume can I change it's center of mass to alter it's rotation? 3. Does Bullet handle collision responses for me or do I have to define these myself? 4. Can I have several bounding volumes for the 1 game object which act differently when colliding with different Game objects? 5. Can I modify the shape of a convex collision hull or do they have to be rigid? 6. Any good books or tutorials you would advise? cheers