• Announcements

    • khawk

      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.

PlayerX

Members
  • Content count

    195
  • Joined

  • Last visited

Community Reputation

279 Neutral

About PlayerX

  • Rank
    Member
  1. You could give the MessagePack protocol (http://msgpack.org/) a go.  It's like a binary JSON with readers and writers in many languages.  I've successfully used it on a server network running LuaJIT to transfer data around, and it's quite compact.
  2. Particularly, q3map2 was developed by some very clever and knowledgeable people (John Carmack of id, and Randy Reddig of Splash Damage).  If q3map2 is taking a long time to compile your maps you are very, very unlikely to improve on that with your own code.  Four minutes is a long time for a map - which stage is it slow in?  BSP, VIS, or lighting?
  3. I use an ancient version of http://www.ultraedit.com (version 8.20a) which does everything you've listed.  Unfortunately I can't recommend more modern versions because I have not had a good track record with them.  There always seemed to be some show-stopper bug that made them unusable for me.  However, I haven't found anything more comfortable for me than 8.20a.  I did try both Notepad++ and Sublime for a month each but neither of them stuck.
  4. There's not a lot you can do if the driver doesn't support it. You could check to see if your drivers support GL_ARB_vertex_program and GL_ARB_fragment_program; these are the assembly shaders.
  5. Quote:Original post by MARS_999 The engine supports CSM tech. Yep, I saw that in the demo. But if I'm not mistaken the dynamic objects were using stencil shadows.
  6. Quote:Original post by zebeste Quote:Original post by PlayerX The new license also only entitles you to use it for one project unless you purchase either the Industrial or Professional license. These don't give prices so you probably can't afford them. Section II.4 of the new standard license: "The Licensee may create an unlimited number of Works using the C4 Engine." Ah yes, you're quite correct. I mis-read the licencing comparison page. The Standard edition allows only one user, and I read that as it being restricted to one project. The Industrial/Professional licences give updates for the duration of a project which didn't help my misunderstanding. Quote:Original post by zebeste If you're worried about the visual quality of the demo please keep in mind that it is largely Eric's programmer art Actually I'm quite impressed with this latest demo, not having been swept away much by the previous ones. The new terrain and shadowing technology is very smooth and glitch-free. Some professional artists on that engine could do wonders. Not sure about the stencil shadows though. :-)
  7. Quote:Original post by the enemy If you buy a license now, you might still be able to get free updates for life, although thats changing with the release of 2.0 to needing to buy yearly update license. There will also be a cheaper basic edition if you don't need source code. It's too late, the old offer has expired according to this post in their forums: "The time between now and May 12 is also the last chance to purchase the Standard Edition and receive lifetime updates at no additional cost. Beginning on May 12, the Standard Edition, Academic Edition, and Basic Edition will include one year of free updates." The new license also only entitles you to use it for one project unless you purchase either the Industrial or Professional license. These don't give prices so you probably can't afford them. It's a pity that yet another engine has gone restrictive.
  8. From the EULA [PDF]: GENERAL RESTRICTIONS AND TERMS OF USE. The 3-D Model(s) may be copied in whole or in part for User's exclusive use. Unauthorized copying of the 3-D Model(s) is expressly forbidden. User expressly agrees to include DAZ3D'S (and third parties, if any) copyright notice(s) and proprietary interest(s) on all copies of the 3-D Model(s), in whole or in part, in any form, including data form, made by User in accordance with this Agreement. The 3-D Model(s) is provided for User's exclusive use. User does not have the right to pfrovide [sic] the 3-D Model(s) to others in any form or on any media. Specifically, you (the User) may copy the 3-D Model(s) onto the storage device of an unlimited number of computers; provided that all such computers are physically located at your business, or if you are a residence, your place of residence located at a single specific street address (or its equivalent). You may (i) access, use, copy and modify the 3-D Models stored on such computers at such single location in the creation and presentation of animations and renderings which may require runtime access to the 3-D Model(s), and (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived from the 3-D Model(s) in other works and publish, market, distribute, transfer , sell or sublicense such combined works; provided that you may not in any case: (a) separately publish, market, distribute, transfer , sell or sublicense any 3-D Model(s) or any part thereof; or (b) publish, market, distribute, transfer , sell or sublicense renderings, animations, software applications, data or any other product from which any original 3-D Model(s), or any part thereof, or any substantially similar version of the original 3-D Model(s) can be separately exported, extracted, or de-compiled into any re-distributable form or format. Subject to the foregoing limitations, and the rights, if any, of third parties in or to the objects represented by the 3-D Model(s), you may copy, distribute, and/or sell your animations and renderings derived from the 3-D Model(s). All other rights with respect to the 3-D Model(s) and their use are reserved to DAZ3D (and its licensors). I read that to mean you can make all the 2D images of the models you want, but the actual models themselves, even if modified or converted to a different format, cannot be distributed. ie. no using them in games.
  9. Not really. Your compiler is applying an optimisation on the assumption it's in a single-threaded environment. You need to tell the compiler not to do that, to optimise for a multi-threaded environment. That's always going to be compiler-specific. 'volatile' appears to be in the C89 standard. EDIT: my mistake, I thought you were asking if there was a compiler-independent way of stopping the optimisation. There's no really platform-independent way of doing multi-threading synchronisation unfortunately. [Edited by - PlayerX on March 29, 2010 11:49:57 PM]
  10. Maybe GCC is similar to Visual-C in that you need to specify if your program is to run in a multi-threaded environment. Your compiler may be assuming your code is singly-threaded and therefore safe to optimise away that E_globalErrorLock check. With VC there is the -MT flag to tell the compiler to assume globals can be changed by other threads and not to make those sorts of assumptions. Perhaps GCC has a similar flag. Also, in a multi-threaded environment, this code will cause issues: si32 tlock = E_globalErrorLock; while(tlock) tlock = E_globalErrorLock; E_globalErrorLock = 1; The problem is the thread could be switched away from between reading E_globalErrorLock into tlock and checking the contents of tlock. eg. say E_globalErrorLock is zero when you enter this code. The first line is run loading E_globalErrorLock into tlock, which is zero. Your thread gets switched away to another one that also runs this code. The new thread runs through all three lines, setting E_globalErrorLock to one, and starts to run the code afterwards, then it too is switched away. The original thread runs, sees tlock is zero and sets E_globalErrorLock to one (when it is already one) and runs the same code. You now have two threads running the code you only wanted one thread to use. You ideally should be using the platform-specific atomic test-and-set functions for things like this. They're guaranteed to operate correctly in a multi-threaded, multi-CPU environment.
  11. Have you opened Lua somewhere? lua_State *L = lua_open();
  12. There's quite a nice two-pass method which you can find detailed here.
  13. I don't know of any libraries, but the light-mapping source code used in the Quake and Half-Life games are all available for examination and they're mature implementations. The Quake II code in particular is quite small and includes radiosity light-mapping.
  14. Looks like all that information is here. Pricing seems competitive with Torque 3D and Unity, as long as you don't mind not having the source code.
  15. You could try gameswf which is what Scaleform was built on: http://tulrich.com/geekstuff/gameswf.html. It's public domain.