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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. While I've never used these properties I would imagine the property list automatically get cleaned up when the associated window closes. Just to be on the safe side though I would be inclined to remove properties as part of the windows close code at the very least.
  2. You could always take a look at the Steam Hardware Survey. They don't directly check OpenGL support (not sure why not) but you can at least get an idea of what cards are being used by gamers more by checking the video card results. That might give you a bit of insight anyways.
  3. Sounds like [url="http://www.world-machine.com/"]World Machine[/url] to me. Good program that one.
  4. Just a quick note about your solution there... You should either remove the 'int loopcounter' from the start of the code or remove the 'int' from the for loop. right now you're creating two variables with the same name. What's the value of loopcounter after the loop is done? ;)
  5. [url="http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games"]Here's [/url]a sampling of what the Unreal engine is capable of. Scroll down to the Unreal engine 3 section for more current titles. Basically, if you can imagine it, you can build it with UDK... and as an added bonus it's pretty nice to work with and is updated often.
  6. This doesn't really do anything to help you with your problem, but... How about having the quality of the items in the chest depend on the distance the chest is away from the shortest path. That way people who want to just rip through a dungeon fast will still have some chance of finding goodies and people who take their time and explore get a better chance. Just a thought...
  7. Perhaps it's because your template is a good match for you function call. If you had used a regular function (int pow(int, int)) rather than a template then it wouldn't match for floats and thus use the one in math.h. Also, one should use <cmath> rather than <math.h> ;) Edit: interesting... doing it either way seems to work with Visual Studio though.
  8. Sounds cool. Thanks for the heads-up.
  9. I would say go with DX11. DX10 will only run on DX10 (and up) hardware whereas DX11 will run on DX9 (and up) hardware. It should be noted though that both (officially) require Windows Vista or higher so if you want to develop for Windows XP you'll have to stick with DX9. But that's just my 2 cents and I'm by no means and DX expert ;]
  10. I believe you should be adding the current movement to the previous movement. So when setting [i]z_cam[/i] you should be do something like z_cam += 1; (or -= 1 as the case may be) and not resetting it to 0 after drawing.
  11. The problem you're having here is that you've created an array of size 1 (ie. just 1 string) to hold each line of the file. When you're reading the file you reset the counter (variable [i]i[/i]) whenever it exceeds the size (variable [i]size[/i]). Single-stepping through the code with your debugger should give a clear view of what's going on. I would recommend replacing that array with a [url="http://www.cplusplus.com/reference/stl/vector/"]vector<>[/url] of strings.This way you don't need to worry about overflowing a buffer because the vector worries about that for you
  12. As NewBreed said, Ogre is a very powerful engine. That power comes with a fairly steep learning curve so you'll need to be prepared to spend some time just playing with things and learning the ropes. It's we laid out, has tons of features an active and helpful community. Irrlicht is very easy to get up and running with. I don't think it's considered as powerful as Ogre but you can still get some great results out of it. It still seems to be fairly actively developed and last time I was there (a long time ago admittedly) the community was very helpful. Horde3D kind of surprised me when I first used it. It seemed very small (it's basically just a C wrapper around some OpenGL stuff) compared to the other yet I managed to get some good results (they would have been better results if I actually had any artistic talent ) I really liked the way it's rendering pipelines worked. Unfortunately it seems like development on it has stalled out. But perhaps that's because the devs already brought it as far as they had planned *shrug* My recommendation to you would actually be to give each of them a try and see what works best for you and your needs.I'm sure that's not really the answer you were hoping for but that's really the best way to ensure you get what's right for you.
  13. [quote name='EricTheRed' timestamp='1297383009' post='4772623'] If you know how many digits the second number is, just multiply the first number by 10 raised to the power of that then add. You can find the number of digits by taking the log base 10. [/quote] floor(log(n)) + 1 to be exact
  14. [quote name='nikgastovski' timestamp='1296670275' post='4768626'] [quote name='Evil Steve' timestamp='1296661091' post='4768536'] It doesn't matter if it's an indie game or not, it's still illegal to pirate software. And advocating has earned you a warning level increase. [/quote] IMHO:\/ use abstract thought. if company not agree with use product in project they contact with team. If team need get Eval-they contact with company and in email agree with license/ correcting for individual Why you is very correct on Copyright? For Example: I have Unreal Engine 3 source ->i use this is engine only for my NOT commercical projects-this is my right,udk me not interested.=if i not get money=i not have problems-i dont have publisher,not share Engine src and etc. If i not right.please correct me [/quote] [size="2"]Is there a difference between stealing a car and driving it on the road to go to work/shopping/etc VS. stealing a car and only driving it in your yard? @sipickles: Not sure if this old thread will be any help or not but [url="http://www.gamedev.net/topic/503535-embed-flash-into-directx-applications/"]here it is anyways.[/url] [/size]
  15. [quote name='__sprite' timestamp='1296686756'] I don't know what Zoinks or Jinkies are, so I picked one at random. Hopefully this won't cause you to do or not do something in response to community feedback. [/quote] Watch more Scooby-doo. Now. Seriously. Go. What are you still sitting there for? @John: Looking forward to having a useful books section. Thanks and keep it up! (the book section stuff that is... ahem...)