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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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  1. Thanks! Tom, wow, that's an invaluable resource you got there, how come other industries don't have such a roadmap... I did stumble upon it few years back I remember. But you know, it's always good to ask some people anyway I think Erik, the website is actually a good idea, I think I just should give it a try and contact some companies then, "nothing will ever be enough" like Tom said ;)
  2. Hey guys! I know you go through these kind of posts every day, but I realized it's final time to make a switch to the industry I can fully dedicate myself to, so here is the deal: I'm 25 right now, I have been programming almost every day of my life for the last 15 years (give it or take few days ;), usually gaming related. I was always interested more in game's engines, technology and inner workings than actual games. I have a master's degree in unrelated engineering field and am currently studying CS for the paper's sake, as basically everything they're going to teach me I already know and applied during work, but I still feel that lack of oficial degree might hold me back in the meantime. I've been working as a software engineer/architect for the last 3 years (ever since I began my CS studies, but my actual engineering work experience stretches a few years back), doing pretty interesting projects like software for banking equipment and systems, programming for interactive agency (sort of gaming related), many experimental projects involving mobile/web/sensors/scanning and as of recent doing web-dev. I worked with great many of languages and technologies, C++ being my strongest I guess although in recent years my work required me to use mostly C#. This year I switched countries, after few months got promoted to project manager etc. But all this time I never worked with anything games-related, which is the one thing I love the most! Basically I spend every moment of my spare time working on my own projects or doing more research on algos and techniques, however the main problem is: [b][u]I have never finished any of my games or even come close[/u][/b], as I always paid more attention to technical aspects then the overall product. After investigating some problem and writing a functional prototype I usually moved on to a new challenge. My lack of focus towards completing any games or demos is probably related to the fact I don't know any other game programmers, heck, none of my friends even play video games;) Thus I knew very well I won't be able to pull off any project I would like without help of artists or fellow programmers, and I just found small easy games like Tetris or Shoot'em up unchallenging from technical standpoint to polish them up. I did however write engine prototypes for 2D/3D games (openGL, webGL, DX, XNA), all kinds of editors (2d, 3d terrain, animation editor, texture editors), I tackled optimized networking based on Source engine, 3d actionscript techdemos and a released but not really finished tool. I am familiar with the industry standards and many commonly used approaches, I know 3d math involved in game programming, shader writing, physics, collision resolution, profilers and low-level code optimizations blah blah blah. But again, nothing really to show all those things together :/ My main portfolio pieces are rather enterprise software engineering projects, pretty boring for a funky gamedev community [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] . The closest thing to a game I did last week within few days where I wanted to test how fast can you code a HTML5 canvas game, but it's all javascript (which I consider extremely simplistic even after employing all known hardcore performance tricks and optimizations, at least compared to c++) . Now, I read a lot about entry level portfolios and how you should showcase your best games/demos to prove how much you know and how full your dedication is. I am not sure however if I should devote any more time into endless cycle of making things just for the sake of presentation before the first job in the industry, as this can go on for years and years, with me never finding my work good enough. So perhaps some of you can advise me how to approach looking for a job in game industry, as a software engineer, given all that baggage of scraps and pieces of work samples? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Should I definitely put all those things together and spend next half a year making a big engine utilizing all the features? Or should I rather present what I know in form of a beatifully refactored code samples? or perhaps wrap those into executable modules? Or maybe I should aim for an internship position to begin with? I will appreaciate every input on the matter, guys! Cheers
  3. Overall design is a little bit sleeker, not bad. But the annoying issue you might have already noticed is that when you Load More Topics in any forum and enter any of them, after hitting Back button later we go back to the first page of topics only, having to click through Load More again. Cheers
  4. Hello! I have a small problem which I'm sure top-shelf modellers like you can deal with in a matter of minutes: There's a simple model of a spaceship, about 350 triangles, textured with a few small images. The thing is that the engine I'm using currently requires, that two or more triangles cannot share the same region of the texture (in other words, UV coordinates cannot overlap). However, as the ship is symmetrical, so is it's texture - there's only half of the ship on it, the other half uses same image, only with a mirrored UV. Would anyone be so kind to convert the model and textures in such way, that each triangle has it's own part of the texture (by copying the current textures and repositioning the UV coords)? I will be really thankful! Personally I have to experience in UV mapping and I need such model for testing my game here are the files: http://www.quickfilepost.com/download.do?get=faba50662d3f1b75d6fb7266b5d024c8 (.3ds and .dae, whichever filetype you prefer) cheers!
  5. I think the logic here is flawed the predictor simply predicts that you change your mind, if it's flawless. so therefore you have no choice (any choice is predicted beforehand). obviously this is an impossible scenario, so the whole paradox is absurd. and if it's not flawless than it's random and you cannot clarify it's rate of rightfulness. you can't say 99% o 1% because it's not based on anything - so you are simply gambling with the predcitor not involved at all
  6. heh few days wasted and now, after my act of desperation I've just stumbled upon exactly what I was looking for: http://www.devmaster.net/forums/showthread.php?t=7991 I've quicktested it and voilla! it renders precisely the same image as GDI (now wonders if it's gdi based). I've yet to decipher the antialiasing and benchmark it have any of you used this library ?
  7. I'm sorry, what I meant was not imitating actual user settings but only the pixel precision of the letters displayed in comparison to adequate rendering style (bolded, cleartype, italic) in Windows GDI. I just noticed, that in nearly all libraries (mostly freetype2) output text of the same size, font and style looks a bit different than the same text in web browser, or notepad (like Verdana, size 9 for example - some letters have pixels in different places, letter spacing is off by a pixel here and there, some symbols semm to be truncated for example, or look wider than in GDI counterpart) Kambiz: but that requires me to pregenerate a file with glyphs and metrics and ship it with my program, right? what if I want the user to have the freedom to choose a font of his liking (i.e. by supplying his own .ttf file) ? or you suggest reverse engineering this program? In that case, I'm afraid I'm not skilled to do that yet :/
  8. I think my head is going to blow up now. I've spent several days trying to find a reasonable TTF Bitmap generated-at-startup font library for OpenGL. What I seek is a library that will create a font from a given .ttf file and draw it as quads (or any other faster method) - both aliased and antialiased - that will look EXACTLY like on Windows. I don't want anything pregenerated in separate files and I don't use SDL. Let me share my findings: - Nehe Lesson #13 and wglUseFontBitmaps - precise, but no antialiasing and slow - FreeType2 - forced antialiasing (I've found of no working way to disable it) and unclear small fonts + the output differs from windows rendering - OGLFT, GLTT, FTGL and others - all share the above flaws the only technique I can think of is to somehow draw a certain font on a bitmap using GDI and then convert it to gl texture, storing all glyph metrics. But I'm green when it comes to windows-specific programming so I have actually no idea where to even begin I mean, on DirectX AFAIK it was easy as pie, there were no surprises. come on, isn't there a single polished library that will save me all the trouble? I was stuck on this one 10 years ago and after all this time, still I must deal with such tedious task, while there are tons of new stuff waiting to be leanrt :(
  9. hello I have a question that's been bugging me for some time now. Have any of you encountered any algorithms or editors that allow making photo-realistic satellite-like images? Not necessarily 3d terrain editors, 2 dimensional is what I seek - at best in realtime or semi-realtime let me illustrate what I mean: http://www.bf2benelux.com/page/maps/map_dragon_groot.jpg this is for example a map from Battlefield 2 made with 3d terrain editor - is there any program or a technique to draw similiar quality terrain maps using only raster graphics? I'd image it having a heightmap support, shading, water levels and rivers, perhaps roads, sun lighting and fooliage, brushes etc. I'm eager to write such editor myself, I need however some documentary on how to actually achieve these effects
  10. I tried doing some research on the subject, however it's a bit hard while not knowing what exactly to look for :) are those controls styles the new Windows XP ComCtl32.dll version 6 styles? how are they stored in the application? as a reference to this dll? is there an official name for this very theme? Maybe there is a way to change it in similiar way ResHack modifies win32 applications? I would really love to refresh the interface in AutoCAD for example or Visual Studio 6 :]
  11. hello I have no idea where this thread belongs to, however, I'd like to ask a question about the new look of win applications developed under Visual Studio 2005. if you take a look at this screenshot you can clearly tell the difference in the new style of the componets: http://img58.imageshack.us/img58/8498/62062687cg4.png unfortunately, I have never been too deep into windows forms programming and I have a problem even naming it - what is it actually? a new component style? does it come with .NET or with win xp updates? is it MS-exclusive? anyway, I would like to know one thing: because I noticed VS 2005 allows me to choose which style I prefer in my developed application (old looking buttons/menu or these), is it possible to make older win32 applications use these new components aswell? the only way I can imagine doing that is having an application which would *magically* modify app itself to refer to the new gui libraries instead of the old win32 ones. But as my knowledge on this domain is very little I came here to ask you to put some light on it
  12. I can recommend you this book, it appealed to me very much: Designing Virtual Worlds http://www.amazon.com/gp/product/0131018167/102-0133552-3712933?v=glance&n=283155
  13. Quote:Original post by Paulius Maruska Quote:Original post by ApochPiQ Task tracking is a bit of a sticky point. For personal use, Outlook works fine, and I'm sure there's a decent free alternative out there someplace. There is an application called ToDoList. I use it for my tasks all the time - it's free (open source) and it's very good. ToDoList homepage: http://www.abstractspoon.com/tdl_resources.html ToDoList CodeProject article (with screenshots): http://www.codeproject.com/tools/ToDoList2.asp whoa it looks fairly expanded but also very promising! EDIT: It's simply great! Thanks! [Edited by - rein on April 29, 2006 9:07:12 AM]
  14. DarkSlayer, I already know all that. to those people wanting to create a full game from scratch in notime I've been giving advices myself, and I have a few fairly advanced projects in my portfolio. however, the point of my topic was to improve my code planning and training skills, not figuring out 'how to make a game from a misty idea'. -> the problem is NOT what to do and in which ways to plan it, but how actually put those plans down to make them look clear after a week or so (avoiding the Pile of Doom effect) not to sound unfounded, I'm currently on a completion stage of dynamic dll framework for further programs, which can be 'injected' into the core - sth similiar to valve's Steam. but after all I found myself straying from the main threads and ruin myself among the documentations. So I ask here what is your way of keeping this doc in mind and not loosing control over it cheers!
  15. ApochPiQ, your words are invaluable for me :) but can you point me out how I can gear wiki to suit my very own use? I haven't investigated it's possibilities throughoutly yet. also, what task management program could you recommend for personal use (not very sophisticated ones)? I'd be very glad to keep my TODOs in one single place, and not being spread over trillions of items (notepads,walls,hands,cellphones etc)