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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.

TrueTom

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  1. Thanks for your help. It's actually that easy: Create a ortho-normal base 'around' the vector and use 'Wasting Time's formula.
  2. Hi, probably a simple question: I have a point, a normal vector to that point and want to draw a circle (using lines with OpenGl), so i need to calculate some vertices of the circle. This is very easy for the 2D case (aka the normal is (0,0,1)) but I'm still struggling at 3D. Can someone give me a pointer into the right direction? Thanks, Tom
  3. Quote:Original post by Enigma Quote:Original post by MARS_999 float(/* stuff */) As far as I'm aware, that ain't valid C. Which begs the question which language are you using and why aren't you using it to its full potential? Σnigma It actually is, it's the same as (float)/*some stuff*/.
  4. VSEDebug - VS.NET Debugging Enhancement
  5. Let the linker create a map file and you see what's going on.
  6. WM_SYSKEYDOWN
  7. Unity

    The comma is the new dot. (At least in germany.)
  8. Don't use function names that are already defined in windows.h. If you have to use the names, #undefine them.
  9. A different workaround: Use std::list<std::string> + boost::lexical_cast.
  10. Unity

    1) Don't write software that can crash. 2) Post-Mortem debugging is way better than log files.
  11. Inline assembly for x86 in Linux (Don't be fooled by the title) BTW, GCC has an option like -masm=intel, so you can use the intel assembler syntax...
  12. Have you tried to use a different name than stringstream?
  13. With alphablending the drawing order DOES matter... Have you set the correct vertex color before the texture draw eg. glColor(255,255,255) ?
  14. What you are trying to do is called 'Billboarding' by the way...