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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. You need to read this: "What Every Computer Scientist Should Know About Floating-Point Arithmetic" http://docs.sun.com/source/806-3568/ncg_goldberg.html
  2. This is a known issue that results from implementations using non-monotonic priority computation (a very common tradeoff). Please read Mark Duchaineau's ROAM Homepage site http://www.cognigraph.com/ROAM_homepage/ for relevant information. My ideal fix is to use 2 additional "insertion-pending" queue caches, s.t. element splitting and merging does not immediately make the inverse possible during the same frame. The pending queues are merged with the actual work queues before starting a new frame, but not during the optimization/convergence stage. Thus repeated merging AND splitting of an element during a single frame is made impossible, and such loops cannot occur. Alas, I never perfected this version, as it some mysterious performance degredations (quite possibly specific to my code), so I can't completely recommend it. Mark has a different approach, where you track the up/down priority convergence direction, and only allow a single "loop", always ending in the same direction (with merges, iirc). This allows you to consistently hit the same triangle number target each frame, if that's your goal. This can also be fixed by marking elements with a "last operated frame" label, and not processing the same element twice (since it would already have the "current" label). -Lucas
  3. I have always used Leveller, but do not know what limitations the current demo version has. IMHO, it's well worth the money if you're going to spend any great deal of time doing heightfield modeling. http://www.daylongraphics.com/products/leveller/index.htm
  4. It appears you've reinvented a version of coroutines. http://www.c2.com/cgi/wiki?CoRoutine Your branches look like implicit structured couroutine objects that yield control round-robin style (they are asymmetric, because they don't call each other). As you demonstrate, they're useful for modeling problems with multiple implicit control structures, each of which wants to be the 'dominant' control loop, because they decouple state management from logic flow. Many such 'scripting' languages have coroutines, Python and Lua for example.