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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.

reinder

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  1. And we have created a trailer. Please check it out:   https://www.youtube.com/watch?v=CUwZTvlPD3w
  2. Hi,   I've just released Niño: a free indie puzzle game for iPhone and iPad.   You are Niño, a little cloud. Your goal is simple: survive. Explore a world full of dark clouds and tornados. Avoid factories and electricity posts and use windmills to speed up. You water flowers and gain powers like lightning and invisibility. You can download the app here: https://itunes.apple.com/app/nino/id838156285   So please try it out and let me know what you think of it!    
  3. The code won't compile using gcc:     In function "int main()": 10: error: jump to label "looped" 17: error:   from here 8: error:   skips initialization of "int i"  
  4. [quote name='xor' timestamp='1292444726' post='4746501'] This little demo seems to be getting popular, someone just came up with a port to flash with source code. [url="http://wonderfl.net/c/yxe9"]http://wonderfl.net/c/yxe9[/url] [/quote] And I ported this (realy great demo, thanks!) to iPhone and iPad: [url="http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad"]http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad[/url]
  5. 'My' aproach works best with large sectors. The sector's can be non-convex (unlike descent) if you render the sectors using z-buffering which is pretty standard today :-). I think this method is a very good for 'hardware accelerated' rendering because you minimize overdraw using portals, but use just a few (static and large) vertexbuffers for the sectors.
  6. You can also project the vertices of a portal to screen coords and calculate the bounding square. When you draw the next sector you clip the bounding squares of the portals with the bounding square of the first portal. (see http://developer.infi.nl/reinder/portalengine_large.jpg). This method is simple and works very well with 3d-acceleration (you can use scissors to clip to the bounding square), and I believe Doom III uses it. I wrote a demo using this technique (including sourcecode) you can find here: http://developer.infi.nl/index.php?ID=5
  7. the .proc files contains the 'level' data (sectors and portals) and some pregenerated shadow volumes. The .cm file is used for collision detection. The level is rendered using a portal-based visibility algorithm. I wrote some demo's reading the .proc and .cm files, which you can download here: http://developer.infi.nl/index.php?ID=5 (source code included)
  8. hmm, is there someone who want to invite me (please..)?? reinder _at_ infi.nl