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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. The reiterpret_cast does compile but the program crashes on that particular line so it doesn't really work for me unfortunately. The boost library was confusing and I couldn't get it to work at all. It also seems a bit overkill for something which I see should be quite simple. Is there not an easyway to iterate through p->data (data being and unsigned char array) and add -127 to it and store the result in a signed char array?
  2. Hey all, In RakNet, packets of data come with the data stored as an Unsigned Char. I'd like to print this data using a function that requires data passed to it as a signed char. Anyone know how to convert an Unsigned Char to Signed Char? I've searched everywhere and can't seem to find anything. Cheers, 6
  3. Ahh, so the big ones do you use a 'typical' database after all. After a bit more searching i found this DevMaster Link which has a table of advantages and disadvantages of using Database's vs Flat Files. Never even thought about using flat files, but now that i think about it, it makes pretty good sense. As long as you don't want to run complex reports on the data that is. Cheers, 6
  4. Hi all, Does anyone know what type of database connections they use in online games such as WOW, Guildwars etc? Is it just a normal ODBC connection or something more complex? Thanks 6
  5. If you want to create your own 3D modelling program then you'll need to learn a whole heap of Math first of all. I'm not exactly what kind of math but if you want to perform boolean operations on 3 dimensional objects then I would say you'd need math at least a degree level. Then you'll obviously need to pick up a programming language such as C++ which is the most obvious choice. Once you've learnt that you can get into Opengl which is the most common graphics API for modelling programs. To make up all the buttons for the gui the choice is yours really, but you could use something like wxWidgets. All in all, its a lot of work, but good luck to you if you're really set on trying.
  6. Personally, I think this is a great site. The textures may very well be expensive for amatures to use especially if you are in he early stages of developing you game, but you get what you pay for, an in this case it seems to be quality images that robbriscoe has obviously spent a lot of time on. I can't tell you how long i've been playing around in gimp trying to make some good looking textures for my game, only to scrap them when they didn't turn out the way I wanted. Wasted time that could/should have been much better spent on programming. I'm not an artist, so I welcome this site and think the cost pretty reasonable. 6
  7. Another trick you can use is to make two textures per object, therefore doubling the number of different buildings. Another idea I had was creating individual objects for the components of a house, then sticking them together in the game. For example, a house could be two stories tall, has a porch, a roof, windows and a chimney. Create these objects indivually and then build a house in your game out of those parts. The next house you place in game could have the chimney and porch on a different part of the house and perhaps different textures. So out of only a few building blocks and a couple of different textures for each object, you could potentially have hundreds of different looking houses.
  8. OK, after a bit more searching it looks like the enquirer did get it wrong after all. So, DX9.L is shipped with Vista which will allow non-DX10 content to be displayed, but at a reduced framerate. Right, that clears a few things up. I'll never trust the internet again.
  9. Quote:Original post by Moe I would question your sources. I have heard many times that DirectX 10 will NOT run on vista. You're right it won't, but thats why DX9.L is being developed, so you can run DX10 games on XP. Quote: EDIT - Something else to keep in mind: If you have DirectX 10 capable hardware, chances are it is going to be faster than any DirectX 9 hardware. So who cares if it runs 10-15% slower - the faster next generation cards will be more than able to pick up any slack. Very true, but then if I was to use the same card on XP it would run faster than on Vista. so in effect, you're spending more money on buying a new Video Card and Vista to get less performance from just buying a new card and using your old XP with DX9.L
  10. Not sure if this has been posted before, but there are a couple of interesting postings on The Inquirer. The first is about Vista running current games slower than XP, which isn't really surprising: Link But the second is about DirectX 9.L which will allow DX10 games to run on XP!! So tell me, whats the point of going to Vista now?? Link
  11. Before buying any units, I highly recommend going to a Games Workshop first and talk to them about playing a game. They'll be more than happy to go over the basic rules and play a small battle with you. Once you've played a few games with different factions, and you still like the mechanics of how the games play, then you'll have a better idea of what to buy.
  12. Well, last Friday night I hired Blade3 and BloodRayne on DVD. Blade3 wasn't too bad although a little predictable, but BloodRayne was just freaking awful!! I've never seen a film with such hamy acting. He really does make bad films, but instead of admitting that fact, he likes to beat people up. I don't get that mentallity at all. I think he should give directing and just take up boxing as his profession.
  13. I've been using Opera for about 4 years now and absolutely love it. The only problem I have with it is that some ActiveX pages aren't displayed/work properly. Downloading a demo from Fileplanet for instance won't work unless you have a specific opera plugin installed. The nicest feature i think is the zoom in/out keys using '9' and '0' as it scales images as well as text.
  14. A while back here in NZ, a local pizza place was having a competition where you could win a petrol powered blender. I thought that was pretty mad machine. Crazy Blender
  15. My fav two trilogy's are The Bartimaeus Trilogy and His Dark Materials Trilogy. Both are actually aimed at teens, but like Harry Potter (which is also cool) older people can get just as much enjoyment out of them. And while not really a series per se, China Mieville's 'Perdido Street Station' and 'The scar' are must reads.