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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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About fnm

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  1. Yes, it is the output pane. I'm using VS to build a CodeGear project and I'd like to intercept the debug messages and translate them in VS format. From my research so far it seems that Windbg is the way to go. Thanks for your answer.
  2. As the title says; any hint on how to do it? I need to get somehow the debug messages sent by a tool to the debug window and filter them.  Thanks for any help.
  3. Check out [url="http://code.google.com/p/flash-to-directx/"]flash-to-directx[/url]
  4. This reminds me the time when I've read Andrei Alexandrescu's "Modern c++ design" in romanian. I had to translate all the terms in english to actually understand something of that book.
  5. What's a "lebegőpontos"? A dangling pointer, maybe?
  6. In one of my project I need to handle a 3d array of 3d points and I'm using boost multi array to store it. The problem is that when I allocate a large array, say 1000x500x500 a bad_alloc exception is thrown. With smaller array all goes ok. Here's the declaration: boost::multi_array<Point3d, 3> m_array3d; m_array3d(boost::extents[1000][500][500]), Am I hitting some maximum allocation limit of multi_array? Or am I using it wrong? Any suggestions?
  7. Best beer I ever had was a czech black pilsner: very bitter, very cold and me very thirsty. German beer is good, I once managed to drink six 1 liter glasses of Konig Ludwig in half a day. British beers tastes and smells funny. The first time I opened a London Pride I thought that some of my food went bad. Guinness is good, though.
  8. Yes, release mode, using visual c++ 2008. The normalize function gets called, if I put there some debug message I see it printed.
  9. I'm trying to optimize my raytracer, so I started to measure the execution time of my methods. I've noticed that there's a big difference in execution time depending on where do I declare the variables. Take a look: Vector v(1, 1, 1); for(unsigned int i=0;i<100000000;i++){ v.normalize(); } This took 3.3426 sec to execute. for(unsigned int i=0;i<100000000;i++){ Vector v(1, 1, 1); v.normalize(); } This took 0.0000014 sec to execute. Where this difference come from?
  10. pov-ray? Why dont you start with something simpler, like this?
  11. I'm trying to implement deformations in my sphere tracer. For some reason they dont work very well for me, so I looked for some code that implement them and I found this haskell program, which I intend to experiment with. Trying to compile it gives the following error: rt.hs:18:24: Couldn't match expected type `Eval b' against inferred type `()' In the first argument of `parMap', namely `rnf' In the expression: parMap rnf (map (maybe (0, 0, 0) toRGB24 . rayTrace scene 100)) rays In the definition of `colors': colors = parMap rnf (map (maybe (0, 0, 0) toRGB24 . rayTrace scene 100)) rays The problem is I dont know nothing about haskell (nothing about functional programming), so can anybody help me make this program compile?
  12. obb->rotate(atan2f(obb->position().x, obb->position().z)*180.f/M_PI, Vector(0, 1)); Now it works. Thanks a lot.
  13. I might be tired or just plain dumb, but it doesnt work. Here's my code: for(int i = 0;i < 90;i += 10){ float d = i * M_PI/180.f; OBB *obb = new OBB(); obb->set(Vector(cos(d) * 30, 0, -sin(d) * 30), Vector(2, 2, .1f));//sets the OBB's position and size obb->rotate(atan2f(obb->position().y, obb->position().x)*180.f/M_PI, Vector(0, 1));//rotates the OBB using angle and axis obbs.push_back(obb); } } What am I missing?