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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.

Shadowdancer

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  1. http://youtu.be/5hfYJsQAhl0   'nuff said.
  2. [quote name='Sirisian' timestamp='1320181677' post='4879386'] Javascript needs to be replaced. I along with others online have mentioned this for a long long time.[/quote] I'm quite new to JS, but from what I've seen, the language itself is "fine" (plus or minus personal preferences or offbeat requirements). What needs to be replaced is its integration in browsers, mostly [list=1] [*]The overly shitty execution model that allows for "fun" things like just executing stuff by appending it to the document, and [*]The supremely half-assed brainless DOM API that just does some things wrong (ever tried using an onclick handler on a submit button?) and is generally decoupled from what the DOM is really looking and acting like. [/list] Both are not language-, but integration issues.
  3. [quote name='AndreTheGiant' timestamp='1298827695' post='4779720'] Not 100% sure what you mean by SOCKET... and I'm even less sure what an LSA SOCKET is. I gooogled it but wasnt to confident with the results. Can you explain a little bit?[/quote] A socket in this context is what you plug a cable into. LSA is a type of wire connector that's basically a row of pressure contacts that you put the wires in and push it into position and cut it off with a special tool, so you don't need to strip individual leads. It's standard for that kind of wiring. Works like that: [url="http://www.youtube.com/watch?v=sHy8mtW9eak"]http://www.youtube.c...h?v=sHy8mtW9eak[/url]
  4. Ethernet cabling in the post-10Mb/s world is a one-cable-per-socket thing. You could technically still run two 100Mbit links over a single Cat6 or Cat7 cable, but that requires luck and forbids gigabit ethernet. Don't use powerline, that stuff is retarded. If you need to hack around a connectivity shortage, use WLAN. If that doesn't work, use a power drill. IME, most rooms will be fine with two sockets, so you run two cables there. Have 4 or even 6 sockets in rooms used as home office (PC, laptop, network printer(s), …) and where you park your entertainment electronics (networked TV, game consoles, but that stuff will be fine when you run it all over a single switch). If you're using wired phones, reserve a cable for those; the 4- and 6-wire modular plugs on phone cables fit in RJ45 sockets. On cables: Cat6 is fine and should be completely sufficient too, Cat7 is overkill in home installations that aren't neighbouring an aluminium melter. It's already fairly unwieldy since it has lots of shielding, but since you are building the walls around it, that shouldn't be an issue. You can also run GE over Cat5 links with some luck, and chances with Cat5e are really good. TL;DR: Get Cat6, if you can't fit that into some hole, use Cat5e there. On sockets: GET LSA SOCKETS! This cannot be stressed enough. I had the joy of installing sockets where the cable contacts were screw terminals. After wiring one or two of those, Cthulhu sounds like a nice guy. Make sure they're Cat6. On tools: You need an LSA tool with integrated cutter, and an insulation stripper for multi-lead cables. You can theoretically get away without those, but believe me, you want them.
  5. Technical aspects aside, "Colorizing"? Wouldn't "Colors" do it? ;-)
  6. Use caustics sparingly, they are mostly a shallow water effect that gets lost with depth very quickly. A lot of ambience under water is from the very specific light filtering, as well as floating particles and audio.
  7. I totally agree with you Mike
  8. The ads smacked inside the forum thread view need to go. It's not quite as bad as allowing "posting ad bots" on the forum, but it's still untenable that advertising content gets mixed inside (more or less) contiguous user-generated content.<br>
  9. [quote name='flodywan' timestamp='1294714448' post='4757027'] Doesn't this mean that pacman would have to be the same size as all the other tiles?[/quote] As the article states, the sprites can be bigger than the "tiles"; however, the only thing that counts for collision is the centre point of the sprites. Animation is smooth. One approach would be to limit movement so that the centre point of an actor cannot move beyond the centre of a tile if the tile beyond it (along the path of the actor) is a wall.
  10. The situation on Mac seems to be a bit of a charlie foxtrot, since it traditionally used colons as separators. If you are just targeting OSX, use slashes (it's U**x based). Make sure you do not use slashes or colons inside path elements, since things get interesting then.
  11. Windows understands slashes as path separators just fine. You can also use boost::filesystem::path in C++.
  12. [font="Comic Sans MS"][size="5"][color="#ff00ff"]You want to read [url="http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior"]http://gameinternals...-ghost-behavior[/url][/color][/size][/font]
  13. Vacation over, back in office, looking forward to once more work with one of the ugliest development frameworks on earth.
  14. Updating an old web framework to use new support libraries is fun.
  15. GCC 4.4.5 without optimisation: Source, a bit greebly to keep the compiler from optimising out everything (just initialising to 0 and then incrementing had the compiler just assign 1 at -O2): #include <stdio.h> #include <stdlib.h> int main(int argc, char** argv) { int i, j; if(argc < 2) { i = j = 0; } else { i = j = atoi(argv[1]); } ++i; j++; printf("%d, %d\n", i, j); exit(0); } Assembly generated by "gcc -Wall --std=c99 -S" with added comments: .file "prepost.c" .section .rodata .LC0: .string "%d, %d\n" .text .globl main .type main, @function main: .LFB0: .cfi_startproc pushq %rbp .cfi_def_cfa_offset 16 movq %rsp, %rbp .cfi_offset 6, -16 .cfi_def_cfa_register 6 subq $32, %rsp movl %edi, -20(%rbp) movq %rsi, -32(%rbp) cmpl $1, -20(%rbp) jg .L2 movl $0, -4(%rbp) movl -4(%rbp), %eax movl %eax, -8(%rbp) jmp .L3 .L2: movq -32(%rbp), %rax addq $8, %rax movq (%rax), %rax movq %rax, %rdi call atoi movl %eax, -4(%rbp) movl -4(%rbp), %eax movl %eax, -8(%rbp) .L3: addl $1, -8(%rbp) ; first increment addl $1, -4(%rbp) ; second increment movl $.LC0, %eax ; start printf call movl -4(%rbp), %edx movl -8(%rbp), %ecx movl %ecx, %esi movq %rax, %rdi movl $0, %eax call printf movl $0, %edi call exit .cfi_endproc .LFE0: .size main, .-main .ident "GCC: (Debian 4.4.5-10) 4.4.5" .section .note.GNU-stack,"",@progbits If you can explain why the first addl would be inherently faster or slower than the second addl, you win.