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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 daviangel

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  1. Yup definitely can't forget John Carmack [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img] May get technical at times, but I really like the tweets where he says he wasted like an hour looking for a typo in code or how bad some of his old code was when he looks back. It give hope for the rest of struggling average programmers if the best of them still struggles and does some stupid things as far as coding goes.
  2. You'll probably have to get more specific if you want a better answer since you ask a pretty generic question IMO. For example, one of the books that covers IOS and Android game programming in a single book has this to say in the first chapter: For iOS Developers To use this book for iOS, all you have to do is to grab a copy of the latest iOS SDK available at http://developer.apple.com, and install it on your Mac. Out-of-the-box the iOS SDK provides a simulator with full GLES v2 support, so even if you do not have an iOS device, or do not have an official iOS Developer Certification from Apple, you can still make full use of this book. For Android Developers To set up your environment for Android, it is unfortunately not as easy as for iOS. " Personally, having developed for both I can say it's pretty near impossible to develop for Android without actual hardware device [img]http://public.gamedev.net//public/style_emoticons/default/angry.png[/img] This is only one of the many advantages Apple currently has over Android [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  3. [quote name='alvaro' timestamp='1333458416' post='4927852'] [quote name='Nick Alger' timestamp='1333416917' post='4927729'] Do you have any recommendations for category theory learning materials (books, videos, websites, online courses, etc..)? I've been trying to learn the basics for a while now without much success.. [/quote] No, sorry. I ended up learning enough of our text book to pass the exam, but it's about the only time in my life when I memorized a bunch of material without understanding most of it. At the exam they asked me about the [url="http://en.wikipedia.org/wiki/Yoneda_lemma"]Yoneda lemma[/url], of which by now I only remember the name. [/quote] Wow how'd we get on this tangent [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  4. [quote name='Martin Perry' timestamp='1332430731' post='4924352'] Number of thread per groups must be 1 because of serial nature of algorithm... If i paralelize this part, ist slower because of lots of "if" branches [/quote] Actually, according to this paper and what others have already said you're not going to get very far with the serial version! [url="https://docs.google.com/viewer?a=v&q=cache:wpCy5jnqs7MJ:www.checs.eng.vt.edu/ppac11papers/Ozsoy.pdf+&hl=en&gl=us&pid=bl&srcid=ADGEESj4GwHl2IW30eyRVHqNB32BujTIogqMli6Q_pV-FnCYB4yYT20RpEWiSwrV0PphsUF4EQ0FHRy-QOKL-ADB9Q1y7x72zGkdS9SST2DSDNiEMidkS0xRmwnzo1PVCAlkiEUT7rFy&sig=AHIEtbTWTdpt6iauU63aPf_maU6-oyZfPw&pli=1"]CULZSS: LZSS Lossless Data Compression on CUDA[/url] You need to break up the work to take advantage of the task or data parallelism of the gpu [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img]
  5. Unity

    These are the [url="http://www.unity3dstudent.com/"]best intro video's [/url]I've come across, but they use Javascript.
  6. [quote name='DvDmanDT' timestamp='1332521511' post='4924685'] But my target is x86 and it still doesn't work. It's an XNA windows project. Any ideas? [/quote] [url="http://msdn.microsoft.com/en-us/library/ff434570.aspx"]Unsupported scenario[/url] since XNA is windows phone programming now.
  7. Well unless that hardware has some primitive graphics support built into it like the ps2 you are in for a ton of work. There used to be a linux kit sold that allowed you to do [url="http://www.hsfortuna.pwp.blueyonder.co.uk/old/"]graphics programming for the PS2[/url] but even that was pretty low level i.e. harder than OpenGL, DirectX and at least you had a version of Linux to depend on also. You are probably correct in that you will have to create the graphics libraries yourself and you are most likely going to have to resort to assembly unless your hardware supports something like the PS2 linux kit. Well you can check out [url="http://www.xgamestation.com/view_product.php?id=30"]Andre Lamothe's website[/url] to see how he does it with his custom hardware kits that don't even run any OS. Okay maybe Verilog is not as bad as pure assembler but it's still pretty bad[img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img] [url="http://www.bigmessowires.com/2009/06/21/fpga-pong/"]fpga pong[/url] Sorry but it looks like you have your work cut out for you as this FPGA programmer says: [b] [url="http://www.bigmessowires.com/2011/09/15/xilinx-vs-altera-tools-for-hobbyists/"]Windows 3.1 called. It wants its interface back.[/url][/b] [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] p.s. Unless you already have tons of game programming experience I'd say something similar to NES (Nintendo) games, something like mario comes to mind [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Jumping, avoiding obstacles, simple type of game is being a bit too optimistic [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  8. Doesn't work in some cases and x64 it looks like: [url="http://msdn.microsoft.com/en-us/library/ms164927.aspx"]Debugging managed code when the target is a 64-bit application. If you want to use Edit and Continue, you must set the target to x86[/url]
  9. [quote name='Alpha_ProgDes' timestamp='1332253528' post='4923623'] Ontopic: OP, you should really be looking at CMSes (as Antheus mentioned) instead of languages. [/quote] Ditto. Just about any hosting provider these days provide a number of CMS's that can do this out of the box and also provide forum solutions like phpBB that can easily be setup by just point and clicking these days! Also, keep in mind that you'll usually get charged a premium for Python, Java, Ruby language support. PHP is dirt cheap that's probably one of the main reasons why it's still widely used although it is a horrible abomination of a language [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
  10. [quote name='Maze Master' timestamp='1332305063' post='4923837'] For a lot of the topics mentioned (topology, differential geometry, nonlinear dynamics, etc), basically anything where there is a continuum instead of just finite structures, it will be difficult to make much progress without a solid grounding in real analysis. There's a great set of video lectures by Francis Su from Harvey Mudd where I did my undergrad, [url="http://beta.learnstream.org/course/6/"]http://beta.learnstream.org/course/6/[/url] (or http:/ /www.youtube.com/watch?v=sqEyWLGvvdw and click through to the other videos) [/quote] Cool beans [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Been looking for an easy i.e. video intro to real analysis. I tried to read Mandelbrot's Fractal book and Kip Thorne's gravitation books a while back and both of them quickly lost me since right off the bat they both go into metric spaces [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I can also brush up on monoids too now [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
  11. [quote name='destructivArts' timestamp='1332283546' post='4923761'] Here, [url="http://math.hws.edu/...otes/index.html"]http://math.hws.edu/...otes/index.html[/url] Go through that online text book, paying careful attention to Chapters 6, 12 and 13. I'm assuming that you know the basics of Java. If not, best start from the beginning and do all of it. It's a pretty good resource. [/quote] Wow that's a pretty good intro to Java from what I could see. Surprised I haven't heard of it before. Will add it to my list of recommendations it to anyone new to Java since it's also free!
  12. [quote name='MikeYg' timestamp='1332147368' post='4923235'] Iv been sent two different serial numbers and not one of them works, do u think its a problem at my end? [/quote] Yes. Mine worked. You could try manual activation.
  13. [quote name='Cornstalks' timestamp='1332274849' post='4923727'] [quote name='MichaBen' timestamp='1332273676' post='4923725'] [quote name='Cornstalks' timestamp='1332211164' post='4923504'] C++'s syntax is just... tedious, especially for a beginner, and even more so when the compiler gives very non-beginner-friendly error/warning messages. That's the main issue with C++'s syntax and beginners.[/quote] You must be using a really crappy compiler then, mine simple says: "Main.cpp:54: error: 'class std::vector<std::basic_string<char> >' has no member named 'begiin'" And as for missing a semicolumn in a header: "Component.h:25: error: expected ';' at end of member declaration" [/quote] If you consider g++ a crappy compiler then... sure, I guess I am. But that's even another issue: different compilers give different errors, and inconsistency is a disservice to beginners. [/quote] Yup. They don't even seem to agree on the simplest of errors as the following shows: C:\Temp>type meow.cpp #include <iostream> using namespace std; int main() { cout < "Hello, world!"; } C:\Temp>cl /EHsc /nologo /W4 meow.cpp meow.cpp meow.cpp(5) : warning C4130: '<' : logical operation on address of string constant meow.cpp(5) : warning C4552: '<' : operator has no effect; expected operator with side-effect This is actually required to compile by C++98/03, as cout has operator void *(). Comeau also accepts this. GCC 4.4.1 emits hard errors but I don't know what they're doing. In C++0x, this should fail to compile due to changes in the Core Language and Standard Library. (While VC10 implements portions of C++0x, it doesn't implement the relevant changes here.) [size=4][b]- [/b]Stephan T. Lavavej [/size]
  14. [quote name='Cornstalks' timestamp='1332264525' post='4923688'] [quote name='zoneweb' timestamp='1332262647' post='4923677'] [quote name='Vlad86' timestamp='1332258514' post='4923654'] C++ will consume allot of time before you will be able to generate something useful (without major bugs). [/quote] That only happens when you scale it up. Hobby games are still doable in C++ without much hassle (if you know what you're doing). [/quote] That's the problem. Obviously, the OP is a beginner, and obviously he wouldn't know what he's doing with C++... That's the same for any beginner. Hence why C++ would consume a lot of the beginner's time before he/she even gets a semi-working simple game. [/quote] Yup according to one of Stroustroup's latest talks one of the reasons there is so much bad C++ code is: • Bad style is the #1 problem in real-world C++ code – Makes progress relatively easy – Only relatively: bad code breeds more bad code • Lack of focus on style is the #1 problem in C++ teaching – A “quick hack” is usually the quickest short-term solution • Faster than thinking about “design” – “They” typically teach poor style – Many are self-taught • Take advice from – Decades old books – [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] Other novices [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] • Imitate – Other languages – Bad old code
  15. [quote name='SimonForsman' timestamp='1332215139' post='4923519'] (clang however is still fairly new and has poor IDE support so its not really recommended for beginners [/quote]Actually, it's the default compiler in latest versions of XCode, so if you got a Mac you have no excuse [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] On the other hand on windows I had to build it from the source and it was painful. Speaking of Clang, if you want to know why C++ is a bad choice just watch this excellent video: [b] [url="http://channel9.msdn.com/Events/GoingNative/GoingNative-2012/Clang-Defending-C-from-Murphy-s-Million-Monkeys"]Clang: Defending C++ from Murphy's Million Monkeys[/url][/b] In regards to the original post you probably want to go with Java since it's pretty close to C# which is one of the supported languages for Unity, the other being Javascript which is even easier to learn.