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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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About E-Coli

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  1. I know its not a PSP but my uni course has 20 gamecube dev-kits. gamecube's API is really easy to learn and i find more fun than programming on the PC.based on what i know of the ps2 i think the api for the psp may be very limited however.
  2. whats the difference between using const int MENUID_QUIT = 1; and using #define MENUID_QUIT 1 or is there none?
  3. Try these links then: http://www.gamedev.net/reference/articles/article1657.asp http://www.gamedev.net/reference/articles/article1607.asp dont worry that there for DX8 they will work fine.
  4. If you downloaded the DirectX 9 SDK have a look in the DirectX sample browser.try searching the samples for "keyboard" and "mouse".
  5. I'm totally sure about this JaZman,but if youre over 19 i think you may have to pay alot to go to college but i wouldnt let that put you off.College becomes worth the effort if you can see what it leads to.
  6. I did something like what you done for my frist game.i was learning C++ at the time as well.for my aliens(well, chickens...) i used a linked list to store the objects.i dont know if thats what youre doing here but if youre not then i think you should think about using them.had lots of problems with memory leaks but it was good learning!also for my collision, i did it with circles instead of of squares, but i guess i was just making it hard on my self!nice work, keep it up!
  7. having just read "3D math primer for graphics and game development" im looking for a good book to follow on from this.im looking at "Computer Graphics: Principles and Practice in C" at the mo, but is this a good book? whats it go into? i read the reviews but they aint much help.any other books i should try??? btw im looking for books on theory of computer graphics and not really anything for an API. yay!thanks.
  8. having just read "3D math primer for graphics and game development" im looking for a good book to follow on from this.im looking at "Computer Graphics: Principles and Practice in C" at the mo, but is this a good book? whats it go into? i read the reviews but they aint much help.any other books i should try??? yay!thanks.
  9. that useful to know!thanks. one more question. can u use inline functions in a class, like so: class blah { public: ... ... inline int blah_blah(); } whenever i've done it the compiler has a fit! thanks again!
  10. i was reading a book on 3D maths in c++ and i came across this: class RotationMatrix { public: ... ... ... Vector3 inertialToObject(const Vector3 &v) const; Vector3 objectToInertial(const Vector3 &v) const; }; what does the const at the end of the function do? thanks.
  11. Hi, Im just starting to get the hang of theory behind 3d games. i want to start using meshes in my programs but i cant find anyfing on 3DS max file formats. Is it possible to write my own 3DS max file format?If it is, could somene give me sum links to sites with tuts on how? thanks!:)