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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 astralvoid

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  1. "..It's interesting that what has become common knowledge for graphics doesn't immediately occur to game programmers for the more general case!" While it is true, I believe you have to consider the purpose of a GPU versus a CPU. Programming on a GPU in parallel is thought of 'natively' because a GPU is a very specialized processor that only performs a limited set of specific functions on each 'bit' or pixel of data. Since each function is almost guaranteed to be independent, parallel programming on a GPU becomes much easier. In contrast, programming on a CPU is much more 'complex', meaning that it is not dedicated to a select set of functions. Since a CPU is far more 'generalized', the coder needs to explicitly establish thread locking / unlocking / scheduling of resources within the CPU. This inherently makes parallel programming on a CPU much more difficult.
  2. Easy test to see if it's the fuel pump: Buy a can of Starting fluid. Spray a SMALL amount of starting fluid into intake / breather. Try to start the car. If it's a fuel pump problem, the car will start immediately and run for a few seconds each time you spray the starting fluid. warning!: Be very conservative with the starting fluid, it can damage your engine!
  3. I personally use an Onkyo Receiver that allows 3 Component inputs all out to a single Component output. It does not contain HDMI ports, but I am able to control my HD Receiver, Xbox360 and DVD player through a single Component cable to my HD TV. Based on a quick search, the Onkyo TX-SR674 should do what you're asking with 2 HDMI inputs + 3 Component and other mulitple inputs all combined into a single HDMI output to your HD set. good Luck!
  4. I think this ( http://www.kidsprogramminglanguage.com/ ) could be of great help for teaching a 6 week class. The language is very simple, yet can be used to teach the basic fundamentals of any language. Lots of example games and tutorials exist and best of all, it's free. Hope it helps!
  5. http://www.truevision3d.com TrueVision3D has a very easy learning curve and is 'free' for non-commercial use. Interfaces with VB6.0, VB.NET, C#.NEt and others.. You should look into it with such a short timeframe. Both Ogre3D and Torque have a pretty extreme learning curve, regardless of your C++ knowledge.
  6. I used my gift Cards to purchase: OpenGL SuperBible Even though I generally use a DirectX wrapper library, this book has helped me tremendously with Lighting and Texturing concepts. I would recommend it. OpenGL SuperBible Third Edition ISBN: 0-672-32601-9
  7. TrueVision3D is a very fast graphics engine that works great with VB6, VB.NET, C# and (as of Version 6.5) C++. I've been learning C# over the past couple months with this engine and it has helped tremendously! Free license is available for Ver 6.2 and very reasonable pricing for fully licensed version. http://www.truevision3d.com Try it today!!
  8. I tried it. First of all, it's a good beginning. Everyoine needs to start somewhere. Couple bugs I found. Occasionally, the ball would bounce inside of the right paddle. I did it by hitting the ball on the lower left corner of the right paddle. The ball bounced from the right side a couple times when the paddle was only close to it but should have missed. Neither side ever seemed to win; the score kept going up. Finally, there appears to be some sort of overflow in one of the variables since after 8 or 9 scores on each side, the paddle and balls stopped 'erasing' themselves and thus the screen was filled with red, blue and yellow lines. Regardless, im sure you'll discover what caused these problem easily enough and it's a great springboard to whatever you do next! :)