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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.

viper-vision

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  1. Hi, For the next 5 months I will be working on a rendering engine (very bare bone) for a school project. The main requirement is to have an innovating key feature like deferred rendering used to be 5 years ago. Because I am fairly new to graphic programming (on this level, I have done 2D and some XNA and a little DirectX9 back in the day) I would like to ask what such an innovating (relatively new) feature could be. I do have an idea of my own but I'm not sure if its new or actually doable. My idea is to build a pass-bases render system in which shaders (diffuse, normal, SSAO) can be linked together to form passes. A forward rendering configuration path would typically have one pass which does the diffuse, normal and light. A Deferred rendering configuration would have the base pass which renders the diffuse, normal, specular and depth to seperate textures which can be used in following passes. A next pass could be the light and pass after that SSAO (or they run concurrently). So each shader has required input and output. Some shaders can be linked together to form a pass because they dont interfere with each other, some do and have to be in a separate pass and has to wait. Also the passes used are exposed to the material system so only used parameters are available. This might all be too vague and i'm not sure if this is really something but all feedback about this and how to manage shaders or passes is welcome. Also I am really curious about any suggestions on how to go about this 'innovating' factor. Please help [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Regards, Wouter
  2. I found something interesting atleast I think it is. The Nebula Device 2. It has directx 9 support etc. and has a nice framework and api, I'll look into it this weekend and see how easy I can setup things. I also have another question: Does there exist such a thing as a racing game framework or library I can integrate with the engine? Or can I better make one myself? Also the use of physics would be real cool in a racing game and I found Newton which has a nice car joint system. Maybe I could use that.
  3. hmm I just found an engine named panda3d could that be something? I've seen it and the graphics are amazing compared to irrlicht. I was hoping for a more advanced renderer but if irrlicht remains the best choice we should give it a shot. After taking a closer look it doesn't seem that bad at all, the screens on the site show outdated graphics compared to newer ones. It doesn't have directx 9 support though but that might not matter.
  4. Hello everybody :) I and a few friends at college are choosing to make a 3d game for a school project. We are limited at time and skills. We'll start on the project in month so we're looking around the internet to find some good ways to get started. First off we want a very easy but nice engine to deal with. I do have a few C++, actionscript, lingo and php skills but it's very limited so building my own engine or using an advanced one isn't an option. I'd like to get some advice from you people around here :). So I'll just sum a few things we use and want to do. The game we want to make is going to be similar to wacky wheels but with some gore in it and wacky animations. To make 3d models we use 3d studio max 7 and higher and for other art photoshop. We will have 4 months to complete the project and 4 hours a week time ofcourse we'll be at it at home also ;) . Now what would be the right engine or program to get this done? We have been thinking of director but it's limited to what we know. Another few options we've came up are XNA, C# direct x or using an engine like OGRE together with some libraries though it would be tough. I hope someone can give me some good advice :) Thanks in advance
  5. Thanks I'm currently looking which one would be the best to buy and read (It should have some practicals in it so I can learn it better)
  6. Hey I've been programming in C++ now and then for more than 2 years now and get the syntax. I've made a few apps in MFC, SDL and for GBA all of which are really simple. Now I think I'm missing a few of the advanced C++ things I will definiatly need when I'm gonna program in win32 and directx like the STL and some advanced C++ techniques. I'm wondering if there's a book somewhere (ebook maybe??) that's for people who already know the basics but who want to learn the STL and some advanced C++ stuff like templating. Also, if I am going to program win32 stuff do you recommend me to use the ATL and WTL libraries? If not.. why? Thanks in advance and have a nice christmas.
  7. Thanks guys :) But I think I'd rather leave my headers like this and clean them up a little so it's clearer to the end users instead of using the pimpl idiom.
  8. ok sorry to post again but why can't I delete code from a header that isn't exported like I said in my first post? I mean if it isn't exported it's not needed... So again the question ain't there a tool around that will delete code that isn't exported? I assume no..
  9. I don't want people to see how hard my coding sucks so that's one of the reasons. I think it will work without the stuff it won't use anyway so why not remove it? It can't do any harm to the compiler so eh.. I want to do this but there has to be a tool :/ [edit]Uhm i want to do this all after I compiled the lib file though... [/edit]
  10. yup it would solve problems but it will still cost me big amounts of time I wonder if there are tools that could do this for me.
  11. It should delete certain types of code I can specify like remove private method prototypes. [edit]I intend to create an SDK here not a full source code[/edit]
  12. Hey I'm nearly finishing my 3d engine now and I want to make a sdk with libs and headers only. But since there's stuff around in those headers I don't want people to see I want to strip down my header files so only the public and exported functions are visible. Now to get to the point of all it... Is there a tool that can do such a thing as removind code sections? Please don't say to do it manually I have too many headers to walk through and not enough time. Thanks in advance :)