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      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.

martin_bfg10k

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About martin_bfg10k

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    Buenos Aires, Argentina
  1. My blog is hosted at martincho.net There is not much to see, because I just started it. Feel free to take a look, and comment.
  2. As a personal rule, if I know how to solve something that somebody asked, I just try to help him, telling how I solved that problem. But if I have to do research just to help someone, then I just ignore the post. I don't have any problem sharing knowledge of something that I know.
  3. Well, I tested this on iphone, sending touch events, and it is fast enough. I didn't notice any performance issue. If I disable sending events to lua, or enable it, the game runs always at 60 fps.
  4. Thanks for the links, at the end I figured out how to pass tables as function parameters. With the previous lua example: [code] function game.event(e) --process events here end[/code] Let's say I want to pass this table as parameter: {type="touchBegin", touch={x=10.0, y=20.0}} the C code would be like this (with all values hardcoded for simplicity) [code] lua_getglobal(L, "game"); // Get the table "game" lua_getfield(L, -1, "event"); // Get the function lua_newtable(L); // new table that will be the parameters table for the function lua_pushstring(L, "touchBegin"); lua_setfield(L, -2, "type"); // table.type = "touchBegin" lua_newtable(L); // subtable that will hold the touch values lua_pushnumber(L, 10.0); lua_setfield(L, -2, "x"); // subtable.x = 10.0 lua_pushnumber(L, 20.0); lua_setfield(L, -2, "y"); // subtable.y = 20.0 lua_setfield(L, -2, "touch"); // table.touch = subtable //now, we have the table ready for use as a function parameter lua_call(L, 1, 0); // call event() with 1 parameter (the parameter table wich is in the top of the stack) lua_pop(L,1); // finally, pop the table "game", for keep the stack balanced [/code] Hope this can help.
  5. [quote name='dmail' timestamp='1302118792' post='4795169'] [quote name='martin_bfg10k' timestamp='1302099385' post='4795045'] The question is, how can I create a temp table, like the tables from the example, and pass it as a parameter? Thanks. [/quote] [url="http://www.lua.org/manual/5.1/manual.html#lua_newtable"]Lua 5.1 Reference Manual[/url] [/quote] Well, with that, I can create an empty table, but I don't know hot to add diferent values to that table, like numbers, strings, and subtables, and later pass it as a parameter in the function call. Thanks.
  6. Hi. I need to call a lua function from C, with a parameter that will be a table. For example, I have this lua function: [code] function game.event(e) --process event here end [/code] I want to pass a table parameter with different fields, for example: e = { type="TOUCH_BEGIN", { x = 10, y=10} } e = { type="ACCELEROMETER", { x=0.5, y=0.2, z=0.4} } For function calls with single parameters, I do something like this: [code] lua_getglobal(L, "game"); // Get the table instance lua_getfield(L, -1, "event"); // Get the function lua_pushinteger(L, 1000); // pass 1000 as function parameter lua_pcall(L, 1, 0, 0); //call lua function [/code] The question is, how can I create a temp table, like the tables from the example, and pass it as a parameter? Thanks.
  7. There is a lot of tutorials about opengl-es 2.0 for iphone on the net. Also, there is a very good book, in my opinion, about opengl-es 2.0: http://opengles-book.com/
  8. OpenGL

    The problems is that you didn't enabled the depth buffer. Add this in the top of your opengl_init(): glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); and add this to glClear: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  9. Quote:Original post by Pthalicus Have you actually tried to edit someone else's post? I tried to edit your post, to change one your uses of "the" to "that". However, it wouldn't let me stating only admins/mods can edit other users posts. Makes sense. Edited "the" to "that". Sorry for may bad english. And I have not tried to edit another post, just for fear to be banned or something like that :P
  10. Oh, I see. It's been a long time since I posted in GD, and I forgot I had that button. Thanks.
  11. For every thread that I open, in every post, I can see an edit button, and if I click it, I can edit it, and delete it. Is that normal? I just wanted to say it, because maybe there an error in the databases, or something.
  12. Hi guys. I was wondering if anybody here used maxscript in 3DMax. I been using blender from a long time ago, but now, I need to export mesh and bone data from Max. Anybody knows where can I find the max API, or something like that, because I can get a site with the maxscript api, all I get are tutorials and examples. Thanks.
  13. Anybody knows if the B3D file format can be used in comercial games? I take a look at the http://www.blitzbasic.com/sdkspecs/sdkspecs/b3dfile_specs.txt, and it says that documentation is in public domain, what I'm not sure, if the format itself can be used. Thanks.
  14. Quote:Original post by Mike.Popoloski Or, as one might ask, how long is a long dog? How hard is a hard cat? Well, according with this cat, his dog is long Johnson : http://www.youtube.com/watch?v=9LBKVXyrHcw :P
  15. Maybe you should send an e-mail to the forum admin.