• 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.

Stephen R

Members
  • Content count

    979
  • Joined

  • Last visited

Community Reputation

721 Good

About Stephen R

  • Rank
    Advanced Member
  1. Cheers for the quick resolution.
  2. Hmm, maybe my ISP is caching an old record. nslookup for my ISPs DNS server, and google's. [quote] $ nslookup www.gamedev.net Server: 127.0.0.1 Address: 127.0.0.1#53 Non-authoritative answer: www.gamedev.net canonical name = gamedev.net. Name: gamedev.net Address: 77.235.62.204 $ nslookup www.gamedev.net 8.8.4.4 Server: 8.8.4.4 Address: 8.8.4.4#53 Non-authoritative answer: www.gamedev.net canonical name = gamedev.net. Name: gamedev.net Address: 50.28.81.19 [/quote]
  3. I tried to see if this bug has been reported elsewhere, but couldn't find anything. I can't connect to the https port on gamedev.net, which meant I couldn't log in. I was able to get around this by changing the the facebook login url to http (which should probably also not be allowed?). This was also the case when I tried to log in last night. [quote]curl -v [url="https://www.gamedev.net"]https://www.gamedev.net[/url] * About to connect() to www.gamedev.net port 443 (#0) * Trying 77.235.62.204... Connection refused * couldn't connect to host * Closing connection #0 curl: (7) couldn't connect to host[/quote]
  4. This looks fierce fancy all together. Will have to start leaving the lounge open in work, in the name of drastically reduced work ethics everywhere.
  5. This is better than than that debates tend to not be too useful. So, what are your requirements? Do you want to run on xbox? on Linux? What do you know already?
  6. Remember The Milk. Task list tool I've discovered relatively recently. Integrates beautifully with iGoogle and Gmail and a few other things that I don't use. Also realizing how much I've missed C++, having spent so much time in C# in work and college. Pretty short update this. I plan on going through the various abstraction layers I've had to make to be able to test the engine. Abstracting away the system dependencies from the exposed interfaces. Work is slower than it might otherwise be at this stage, but I'm expecting the clean interfaces to pay off.
  7. Quote:Original post by Telastyn Quote:Original post by LionMX Sometimes re-inventing the wheel is a good thing, dont use other people's libraries if you dont understand what it's doing - a lot of learning happens when you solve the exercise yourself. If you copy and paste someone else's code and get it to work this does not make you a good programmer!! Poppycock. Developing the skill of learning and adapting a 3rd party library to your own needs is vital to every programmer. Everybody is right. [smile] Learn to use 3rd party libraries. Reading documentation, observing how they are architected, and solving problems relating to objects you don't have the source for are all very useful skills. But when it comes to tutorials and finding code snippets, read what they are doing, understand them and recreate them yourself. If I were to say anything it'd be to finish things. There is a world of difference between 90% done and 100% done. If the project is too large, cut it down in size - drastically if need be. But get it finished, working, and polished to whatever bar is set.
  8. Just to say that this is one of the most awesome projects going at the moment in journal land. Just the right amount of hardware, software, and childlike joy [smile]
  9. Decided that since I was setting this up for my project anyway I'd grab a few screenshots and walk through the process of setting up testing of native code with Visual Studios testing framework. The working name of the game is Project Baltar. So, the solution I created has that name, and I had no choice but to name the engine Gaius. No choice at all [smile]. The engine itself is a static library. And I inserted the following code to be tested: So now that I have this native code that I want to test, I create a test project, which in the New Project dialog is under Visual C++ -> Test -> Test Project. I called it GaiusTest. The key thing to note is that you need to set the /clr flag, as opposed to /clr:safe to allow the native interop. To the default test class that was created by the wizard, UnitTest1.cpp I added the include #include "../Gaius/example.h"and inserted the test code you see in the following shot. In order to make this compile I added Gaius as a dependency for GaiusTest by right clicking on GaiusTest in the Solution Browser pane and selecting Project Dependencies. Finally to run the test, I selected Test->Windows->Test List Editor. There was only the one test on the list, so I ticked the box beside it, and hit the Run Checked Tests button at the top left of the test list editor window. And this is the final result:
  10. Long time since I've posted. The short version of things is I'm still in college, soon to be finished, and want to do something about getting a job in games when that happens. To that end I'm starting making a game. The design is firming up, beating it out at the moment. Technology wise DX9,C++,Boost,FMOD are some of my choices so far, but that's not particularly interesting. What's interesting, and what I want to write about here, is my decision to try do this via Test Driven Development. This summer I've been working in Microsoft, and I've been made develop using this TDD method, which I'd never heard of before. Initially I thought it was just unit testing, going under some new buzzword. But it's not at all. It's so much more than that. A brief summary of the TDD process: Write a new test. Run tests and confirm that the new test fails. Write *ONLY JUST ENOUGH* code to make the test pass. Run tests and confirm that all tests pass. Refactor/clean code. Rerun tests and confirm that they all pass. To give a bit of an example lets say I needed to develop an Object oriented encapsulation for integers. My first test might be: [TestMethod] void CanCreateNumberWithValue() { NumberClass n(1); Assert::AreEqual(1,n.GetInt()); } I run this test, and it fails, it doesn't compile, so first let's make it compile so we can ensure the test fails. class NumberClass { public: NumberClass(int n) { } int GetInt() { return 0; } }; Running the tests, it is clear that this will fail. To only just get the test to pass, let's do the following: class NumberClass { public: NumberClass(int n) { } int GetInt() { return 1; } }; And now running the tests this passes. Only enough code has been added to pass the test. This is a very important thing. There is no code that there hasn't been a test written for. Because the tests are a complete description of the features of the program, the tests will ensure that any and all implicit contracts are preserved. While this is a trivial example, I have found that rigorously doing this has caught bugs before they happen. So now we add a second test, for another value. [TestMethod] void CanCreateNumberWithValue2() { NumberClass n(2); Assert::AreEqual(2,n.GetInt()); } Obviously, running the tests will result in a pass for test 1, and a fail for test 2. So now we want to make the code pass test 1 and test 2. So now we change the class to this: class NumberClass { private: int value; public: NumberClass(int n) { value = n; } int GetInt() { return value; } }; And now test 2 passes as well, and test 1 will still be passing. It's worth noting that before we added test 2, the class was fully compliant with the specifications for what the class should do, with that set of tests. You might think you'll end up wasting a lot of time with this. But what I found was that I ended up spending so little time agonising over class design decisions. Bugs became incredibly rare. I was much happier with the rate at which final code was being produced. TDD is an amazing design methodology, with testing built right into it. The thing I had to realise, and it came out of my thinking about whether I should be testing private methods, is that in step 1 of the process you aren't writing a unit test. You're instead specifying a new feature for the program/library. Whether you need to implement that in terms of other existing functions which can lead to refactoring common functionality to private members, or whether it's all new functionality that requires new classes it doesn't matter. One side-effect of this is, for me anyway, is that my encapsulation is much better. My classes are better designed. Clean interfaces are defined. And it is this last point that is concerning me at the moment. There are things that can't be tested properly, like creating a window and setting a resolution and a pixel format. Or rendering a model to the screen. These sort of things you can't test like this. Instead you need to abstract away from them. For an example of this I might have a GraphicsKernel class that I'm testing these functionalities with. But to be able to test them, GraphicsKernel has to take an interface to a low level implementation. And the testing methods need to be able to instantiate the GraphicsKernel using a replacement test object, which implements the interface, without the system dependancies. I think the effort of creating these abstractions should be worth the reward of having a comprehensive Feeback Request: If this is any interest to people I can write up the process of getting native C++ code tested using the Visual Studio testing framework. Getting it working with managed code is pretty trivial. (Accidentally posted this in General Programming and not my journal :P)
  11. With proper code design, it should be possible to ensure that resolution has little effect on the rendering code. In a 3d game, you don't really need worry about the resolution. In a 2d game you have the option of simply displaying more of the world when the resolution is increased (if you want to increase the resolution of a 2d game, without showing more of the world, you will need higher detail resources). The HUD in both cases can be a fixed sized and aligned to some edge/corner of the screen. EDIT: Also, have you included SDL.h in the source file with your main function?
  12. Without being able to recommend anything for the beat detection, I whole heartedly recommend FMOD. And I know FMOD exposes more than enough information that beat detection may be implemented (example).
  13. Quote:Original post by ApochPiQ So what I'm interested in primarily at the moment is a way to accumulate a body of like-minded individuals that can begin shaping the culture and society for such a significant restructuring. If nothing else, it'd be cool to find the local smart folks and hang out with them, as a reprieve from the general apathy, ignorance, and anti-intellectual bent of contemporary American society. What comes to mind on this point is your local Mensa group? I doubt though that you'll be able to militarize them [smile]
  14. Quote:Original post by boolean Michael Clayton This was a surprisingly entertaining film considering the pace. I was very impressed by it.
  15. http://youtube.com/watch?v=XnhLtB3n25c This bad boy is the greatest film ever made. I promise you. Riki-Oh!