• 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.

Shannon Barber

Moderators
  • Content count

    8448
  • Joined

  • Last visited

Community Reputation

1681 Excellent

About Shannon Barber

  • Rank
    Moderator
  1. If everything derives from a common base-class then you can override new,delete,new[],delete[] and do book-keeping there.
  2. ... or a valid pointer to a string that is not properly null-terminated.
  3. As mentioned above this is part of the contract of the interface but which way it should be designed depends on the usage of the data. If it's real-time then you might want to poll the REST data you need, cache it, and add a time-stamp to the data so you know how old it is (so you could interpolate.) If it's not real-time then just make the REST call.
  4. UDP packets are supposed have priority over TCP packets. Not sure if they actually implement it that way though.
  5. That's what .push_back() does.   Just use .reserve(n) to preallocate memory for your objects. If they are small and simple let them be copied. If they are complex then store pointers.
  6. 'Efficient large-scale voxel management' is the best I got.   To really do research you'd have to move beyond the triangle-based graphics system we use today.   I forget what it was called but there was some work done to develop a system that sort of simulated little lumps of clay; instead of creating the world with flat triangles the artist put it together with 'stuff' that had volume.
  7.   Thus class you have adviced, will perform a check on a condition sparsely, to save CPU, but I gess it will be some 1ms   If we were running on i386's at 33MHz it might take 1 ms. A realistic expectation today would be 750 to 1500 ns. Condition variables are the *nix analog to Window's Event notifications. They are slightly different but can serve many of the same purposes. They are a kernel synchronization primitive not a user-code technique. Spin-locking is also available when you have an SMP kernel.
  8. Unity

    For independent development C# had a lot to offer in terms of increased productivity while minimizing the performance sacrificed for it (this is what Java got wrong; it did things in essentially the most wasteful way possible instead of the least.)   For a little while it looked like C# was going open and would be ported across platforms in a meaningful way. We had cross platform OpenGL engines written in C# pretty early on around 2004. This dream is now over. Core .NET is a dilapidated product with no market. Cross-platform WinForms was deprecated many years ago. Unity and their method of Mono integration is migraine-inducing.   In the meantime C++ has added features and libraries to make up for the gap and community now appears to take maintenance more seriously with more frequent updates.   A C++/CLI bridge from your core code to a C# GUI may make sense if you want a custom editor but I think I would look into other options before committing to that (Qt, wxWidgets, GTK, et. al.).   So while there was a push to C# I would say that has run its course now (it's peaked). The C++/Lua route is proving to be the solid platform.
  9.     I would fix this problem rendering the other mute.
  10. To write code that compiles and works properly and well across the widest range of platforms you should favor int and you only ever specify a fixed size when you are working with serialized data.   You generally should not be indexing data-structures and if you must then it should be contained within the class if possible. Iteration is generally best performed by the higher-level C++ constructs or pointers.   If you have large buffers that you are sharing and must expose indices then either use size_t/ssize_t or expose your own public typedef (favored name is size_type).   If 'int' does not match the register size of the machine then that is a defect in the compiler and is your warning sign to stop using it because there will be worse problems coming.
  11. Quick fix is enable V-sync.   Long fix is separate rendering logic from physic logic and run rendering logic in real-time and physic in simulated time. There's no point in rendering twice if you get jitter but you do need to "catch up" with your physics.   If your rendering loop runs faster than your physic loop then you do simple interpolation between physics key-frames.
  12. Minecraft requires port-forwarding unless they added something fancier in the latest version.    I would suggest having a backup relay server in case hole-punching or IGD/UPnP fail. The next generation of routers may finally get to the point that hole-punching stops working. It is technically an exploit and connection hijacking. Some customers will already have more sophisticated stateful firewalls that will prevent hole-punching.   IGD is the designed solution to this problem but I haven't personally programmed code to use it so I cannot attest to it's reliability. It seems to work well. IGD will only work at home with consumer NAT/cable/dsl routers and will not function if they are using a commercial (or vanilla) NAT solution. (e.g. In college I routed our fraternity house Internet through Netware BorderManager for NAT.)   Is Steamworks fully functional if you are not greenlit? It provides hole-punching and relay if that fails but I don't know if the relay will work for anyone. If the relay does *not work for everyone and/or if you never intend to go for greenlight then consider using libijngle directly.
  13. What kind of windowing are you using?
  14. I haven't done much OpenCL yet but I am slated to learn it so I'll give it a shot.   The memcpy should work but it's not necessary for one variable. You could just assign it, *CENTERptr = center;     Check your error values and print out status about them.
  15. Unity

      Use Joel Spolsky's method for known task then for unknown tasks guess then increase the time units and multiply by 4. You also have to be sure to estimate the time for the people that will perform the work ... not as if you would perform all the work. e.g. "That should take an hour!" -> 4 days.   I've landed projects within hours of the estimation. 0.1% error.