• 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.

nhatkthanh

Members
  • Content count

    202
  • Joined

  • Last visited

Community Reputation

334 Neutral

About nhatkthanh

  • Rank
    Member
  1. Have a look at CsGL http://csgl.sourceforge.net/ I used this a couple years ago for our game, where the simulation codes is written in C++.  The codes were use for both the game and on the tool side.  On the tool side, it was exported to DLLs, and our C# tool would import it.  The tool rendering were done on the tool side with CsGL.
  2. Also I think it's great to start with Python and Pygame, python will be useful later on for future game development even if it's you don't use it as the main language.  Once you grasp the basic of games with Python and Pygame then you can move on to something like C# with XNA or C++ with SDL2 or SFML.
  3. Take a look at this link, there are two books that might get you start with making game with python and pygame, and they're free.   http://inventwithpython.com/
  4. This one is pretty good http://www.arcsynthesis.org/gltut/
  5. When you leave the drawing to the individual object to handle, then you're limited to draw for only that object.  It does make thing easier to read, organize and understand.  But with the manager with more information on multiple objects, it can organize to draw many in one swoop.  Imagine if you have 1000 bullet sprites on screen, you could have individual bullet draw itself or have the some render manager issue a single draw call to draw 1000 quads with the same texture at 1000 locations.  I hope that I interpret what you're asking correctly.
  6. Look into build configuration, there are tools like jam, cmake, premake, etc...  They will allow you to generate your project base on configuration settings.  For instance in your source, you could have a folder for OpenGL and Directx implementations, then base on the configuration your project would build different files.  This is to control which files to build, you still need to work with macros to handle platform specific includes and implementations.
  7. Perhaps consider putting external lib even higher up the chain, as you could have multiple project use the same external SFML library.    something like:   ./dev ./dev/external/sfml ./dev/external/box2d ./dev/projects/pong ./dev/projects/tetris
  8. If you prefer, here is the setup with the sfml framework for OSX, and it's straight forward http://www.sfml-dev.org/tutorials/2.0/start-osx.php
  9. Create a manager with various rendering buckets, base on materials, shaders etc...  Then whichever bucket the object belong to, add it to that bucket (probably some sort of reference, id or something, as you might have another manager that manage all the objects).  When it time to render, you can render all the objects from different buckets.
  10. Maybe refactor it up a bit, with functions and objects.
  11. What are the order of your process inputs, update collision and draw?
  12.   Actually I wouldn't be too discouraging about multiplayer game difficulty. While it is certainly more difficult to create a multiplayer game than a single player game, I don't think it is by an order of magnitude. Or at least, it doesn't have to be.   That being said, scaling up to MASSIVELY is definitely not for the feint of heart. Technical issues aside, generating appropriate content for players who are not necessarily "playing together" and enough of it for massive numbers playing in the world at the same time without stepping all over each other is an enormous challenge.   I agree, I was trying to illustrate a picture, guess it didn't comes out quite right.
  13. Let me sumarize it this way:   difficulty, cost and resource for making single player game = 1 multi player game of similar calibur with added multiplayer = 10 mmo = 100
  14. Check out Marmalade and cocos2d-x. 
  15. Starting with a text base game to teach you the language is great, and you probably should complete it.  You just need the understanding of the language and the compiler.  Start with the basic and get that to completion.  As it will teach you the fundementals and principles that will apply later on.  Once you're comfortable and ready to move on to the basic 2d games, try out python and pygame.  There are a lot of libraries and engine out there, but to start out I would suggest going straight with the language and compiler/interpreter and once you understand the basic and fundementals then you can tackle slighly bigger project using other libraries and/or engines.