• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

335 Neutral

About AticAtac

  • Rank
  1. Hi, i plan to make a (2D/Iso retro) soccer game. For this i am desperately looking for different soccer animations. Animations and sprites in old soccer games like older version of fifa would be great, but that might  propbably have legal issues. Anyone knows any free or "cheap" ressources out there?
  2. I use VMware-Player since many years for developing games in VM. Mostly with Ogre3D and "Madewithmarmalade"-SDK. It works great. Host and guest are both Windows 7. The VM-Image is on an external harddisc (connected now with USB 3.0) which i take with me and use it on several Computers on different Locations.
  3. You are converting the result of atan2() to degree !   "Angle = Math.Atan2(DeltaY, DeltaX) * 180 / Math.PI;"   So, you need to change it to    "Angle = Math.Atan2(DeltaY, DeltaX);"
  4.   The game could use an Event/Message System where Messages are sent around. But even in this case there will be somewhere a message-pump-Loop for dispatching Events.
  5. the "init();" and "clearMemory();" are not part of the game loop.and shouldn't be in a the "gameLoop()" ! In this case it is the game entry-point.
  6. CryEngine is more powerfull than UDK, especially the lighting-features. In UDK you have to bake lights (which can take ages), in CryEngine it works  instantaneously. What i don't like about CryEngine is the mandatory login (online connection) which prevents you from working offline with it.
  7. Havok-Engine was used to produce "Skyrim".   http://www.projectanarchy.com/ is very promising. The only thing it lacks atm is a good support for 2D, but its planed for upcoming versions.
  8. If you cann't handle Ogre3D (which in my opinion is far from being messy or confusing) then i wonder if you could handle the "features" you want to have with any engine. To me it sounds that you are looking for a pure api engine which might be easier to start with but more diificult to deal with later.   Have a look here: http://devmaster.net/devdb/engines
  9. @abylin First, what kind of games do you plan to develop? 2D? 3D? Whats your prefered programming language?   My suggestions: - MadeWithMarmalade (www.madewithmarmalade.com) , C/C++, LUA, HTML5+JavaScript, very powerful, "only" 30 days free evaluation, good for 2D and 3D - Unity3D (www.unity3d.com) , C#-Mono, Unity-Script , powerfull editor, high-level, good for 2D and 3D - ProjectAnarchy (www.projectanarchy.com) , C/C++, LUA, very impressive , free license model, 2D support planned for near future
  10.   I would also like to add: Multiplying and dividng with texture-width values of power of 2 (which happens a lot) is a matter of of shifting bits to left / right, and shift-operations are very fast! E.g. to multiply x with 256 you just need to shift bits in x 8 times. ( x = x<<8 )
  11. Here is how i would do it:   use the doom engine (already published with source code for many different platforms and api's) and adjust the movement there "blockwise" as in a dungeon crawler. The advantage is that you can already use very good level editors and in the future you could also create non-square level parts.
  12. OpenGL

    to sum it up:   this is my quad in 3D-space           0---3     |      |     |      |    1----2   z=0   this is renderd on screen         1---0     |      |     |      |    2----3
  13. OpenGL

    I've still got one problem: using the equations and rendering a quad with an image it seems that the rotation around z-axis is not right, because the image looks like to be rotated 90° to right (around z-axis). So instead of rendering an image with arrow on it like this   ^ | | |   its rendered like this:     ------>       Here is my camera (view matrix) update code:     float cos_pitch = cosf(pitch);     float sin_pitch = sinf(pitch);     float cos_roll = cosf(roll);     float sin_roll = sinf(roll);     _forward.x = cos_pitch * sin_roll;     _forward.y = -sin_pitch;     _forward.z = cos_pitch * cos_roll;     _forward.Normalise();     _up.x = sin_pitch * sin_roll;     _up.y = cos_pitch;     _up.z = sin_pitch * cos_roll;     _up.Normalise();     _right = _up ^ _forward;         if (_right.IsZero())         _right.x = 1.0f;     else         _right.Normalise();     _up = _forward ^ _right;         _view_mat.m[0][0] =  _right.x; _view_mat.m[0][1] = _right.y; _view_mat.m[0][2] =  _right.z;     _view_mat.m[1][0] =  _up.x; _view_mat.m[1][1] =  _up.y; _view_mat.m[1][2] =  _up.z;     _view_mat.m[2][0] =  _forward.x; _view_mat.m[2][1] =  _forward.y; _view_mat.m[2][2] = _forward.z;       and here is my quad rendering code: // x,y,z : top left, verts go counter-clockwise void RenderQuad(float x, float y, float z, float w, float h) {     static CIwFVec3 verts[4];     verts[0] = CIwFVec3(x, y, z);     verts[1] = CIwFVec3(x, y-h, z);     verts[2] = CIwFVec3(x+w, y-h, z);     verts[3] = CIwFVec3(x+w, y, z);     IwGxSetVertStreamWorldSpace(s_Verts, 4); // texture-atlas 512x512 , image on tex-atlas at (0,0) -> (63,63)     static CIwFVec2 uvs[4];     uvs[0] = CIwFVec2(0.0f, 0.0f);     uvs[1] = CIwFVec2(0.0f, 63.0f/512.0f);     uvs[2] = CIwFVec2(63.0f/512.0f, 63.0f/512.0f);     uvs[3] = CIwFVec2(63.0f/512.0f, 0.0f);     IwGxSetUVStream(uvs);     static uint16 strips[4];     strips[0] = 0;     strips[1] = 1;     strips[2] = 3;     strips[3] = 2;     IwGxDrawPrims(IW_GX_QUAD_STRIP, strips, 4); }
  14. OpenGL

    Thx. I picked the idea of using the 2 angles "pitch" and "roll" and reconstruct the vectors each time from these 2  and used the equations @C0lumbo gave me and it worked well.
  15. Hi folks,   i am using a SDK which is based on OpenGL ES and provides me a LookAt(from, to, up) function to construct a view matrix for camera. What i want to achieve is implement a camera which can be moved freely using mouse (looking left/right and up/down) and keyboard (moving foreward/backwar and strafe left/right). I initially set up the camera matrix with the required vectors (from, to, up) and need to maintain theses vectors while changing the camera orientation (mouse look). Moving is easy, i can easily change camera location (from), up vector doesn't change. What i need are code/calculations how to "maintain" the up/to vectors once camera orientation is changed.   any help welcome ;)