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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.

captaincheerios

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  1. It works, I got a home theatre setup Excel spreadsheet that calculated out the FOV and it works! Thanks for your help!
  2. The blinders aspect is acceptable as I only am concerned with objects scaling at a distance. So even if its like looking at the world through a window I just want to make sure that the object at X distance appears to be the same scale as an object at X distance. Thank you for your input and I am definately going to be comparing the FOV of the projector to make sure everything works out.
  3. Also any help for ideas of search terms of what I want would be helpful. I'm good with using equations its just been a few years since I've done any physics related to this subject.
  4. I am working on a simulator to project a realistically scaled object onto the screen. Eg. The person stands 3.8 M away from the screen, so a 1 meter cube placed 3.8M in front of the camera should measure out to be 1M on the projector screen. Is there any formula I can use to prove that the perspective is properly scaling, eg. If I move the object back to 4M from the camera I can use a formula to prove that it is the proper scaling to the human eye?
  5. Ok im just wondering if anyone has / knows where i can find a Visual C++ tutorial/source code for space invaders. If you do please post it here, or email it to me at captaincheerios4@gmail.com. Thanks
  6. drew, those are .net language
  7. thanks, right now im goin through the one u posted drew, if anyone else wants to post things that would be a help...like 2d programming for making space invaders, a tutorial for that would be a help, but thanks for the stuff you gave me now, i might just change what im doing for that project if i get the 3d down from the c-unit tut's
  8. ok, i need a tutorial that will help me with dx in c++, its been over a year since ive programmed in c++, so i need the tut to help me with reminders of stuff like that. i mean like just with in the code keeping the headers and stuff. I have dx 9 sdk, and i have vs 6.0 and all the languages, and i need a tut that can help me programm a simple game like space inviders in one month. I just need that. I have to programm something for my cert in school, and i really want to learn dx, since im going off to college and im majoring in game programming, and i want some knowledge b4 i go....so if you could please help me. Sorry for kind of begging, just that all the tutorials ive found just give me like the code, but leave out half the function/dont include any help with explaining it. so if you could please help me thanks
  9. there are two colleges out in tempe arizona, one is collins college, the other is University of Advancing technology(UAT). After I graduate this year I am going to uat, ive visited it and its really awesome, it has a mo-cap system, digital video/photo editing and other stuff like that. you can major not only in game development, but game programming, game design, 3d modeling for games and everything like that. the school is really awesome, the site for it is http://www.uat.edu its really awesome and i would recomend checking it out. the school offers alot, and they rotate out a 3rd of the computers in their computer lab every year. i mean the school has comp's in the caf where you are only aloud to play games on, they have an xbox with halo2 on it in the caf. i would truely recommend looking at it.