• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

1202 Excellent

About Mike2343

  • Rank
  1. Info on the project will likely help you a bit.  Concept art, short video of game play even using crappy place holder art.  Story overview, ideas, etc.
  2. My question, why are you locking threads to do only one thing?  Instead use them to do tasks.  Like all threads do physics work now.  Then the next thing.  Your render thread is likely idle a lot of the time as all we do now a days is push commands onto the cards.  Make a few extra for lower priority things like loading in the background or waiting on other data, etc.  When your game gets on a 8 core CPU it will be wasting a lot of cycles it could be using for faster simulation speeds *shrugs*. <rant> Anytime I see a C in front of a class name I die a little on the inside.  In this day and age there is no use for it.  Intellisense is everywhere, and it just makes things harder and slower to read honestly. </rant>
  3.   You can technically leave the camera at 0,0,0 and move everything around it too.  At the end of the day the results are the same.  Just saying :)
  4. How did you get enemies into your pacman like game?  How did you spawn and move asteroids in your asteroids like game?  There are literally a plethora of ways to do it.  Most will work.  Honestly just code.  If you have to rip it out later all the better as a learning experience.  You honestly learn the least from looking at other peoples solutions compared to writing your own and realizing it's wrong.  You're still at the learning stage, take advantage of learn all you can from your own mistakes.
  5. Some of the documentation is from 2003.  Based on the websites historic look, I think it's rather old and outdated.  I seen a reference to modern OpenGL 2.x.  We are now on 4.5.  I'd move on.  SDL, SMFL are likely better options: https://www.sfml-dev.org/ https://www.libsdl.org/ Best of luck.
  6. As Sean said, allocate as little as possible.  Figure out you need 50,000 particles at once, but never more.  Then preallocate 51,000 or some safety buffer.  Then use asserts if you ever breach the 50,000 mark.  Recycle already allocated memory with memory pools, etc.
  7. As Alberth said, you're taking the size of a pointer.  Pass in a unsigned int for the actual length of the array. Or better yet, as he said use an std::vector to hold your points and pass that in, it has a length() function already in the class.   Though he did say bare pointers are obsolete that is absolutely not true at all.  Unique, shared and weak pointers all have their place and should be used as a default in most cases, there is nothing wrong with using a naked pointer.  A lot of times they're handy.  Though as a beginner I would recommend becoming more advanced before playing with them as alternatives do exist.  But they will not be removed from the standard anytime soon.  We are here to teach and telling them pointers are now obsolete does nothing to help them, only hinder.  The majority of source code they come across right now, at least in my experience, uses pointers.  If you're using C++ you should learn to use them and their downsides too.
  8. Why do you need 3 laptops?  It's 2017 you would have to hunt and likely get old stuff to get non-HD at this point.  Why 2 desktops?  What's the justification?  5 person team?  Any reason for a file server?  Use DropBox or something for a lot less money, they eat the hardware costs and backup costs.  You don't have to waste time which you will have little to none of fighting hardware issues as they creep up. Now each team member will need a computer, either desktop or laptop and multiple monitors.  Always get the best you can.  You're making an MMO so like 20-40 artists, 10 or so level designers and 5-10 programmers along with some designers and writers should get you started.  Anything less, it will be very unlikely to get any traction and player base.  Most indie MMOs do not do well nor last long.  Some may, but it's rare. Just a reality check.  It can be done with fewer but unlikely to ever be called an MMO or have more than a few concurrent players at a time.
  9. Great.  You have given us nothing but pictures.  What code are you using?  What have you done?  All I know is you have pictures and you're using UE4.  Oh and a .rar file I and most smart people will never open.  Dropbox, github it or something safe.
  10.   Wrong!  4, now offering extra large sprites for the price of a medium!
  11. I didn't have time to read all the replies but I went the way of allowing my entity to be a small struct. struct Entity { std::uint64_t m_entity_name; std::bitset<NumberOfComponents> m_component_list; bool m_is_alive = true; } This way you can have multiple components, they just know the ID (and it can be 16/32/64bit whatever you need).  I hash the string name, and in debug mode keep a list of hash->std::string for debug reasons.  Then you know what each entity has component wise.  My systems are updated in order, work is then multi-threaded as it should not depend on any other of the same data.  That way it can get the info from previous systems that it depends upon. If it interests you at all, I can write up a larger reply.  I'll revisit this one later tonight or this weekend.
  12. It's likely one of the easiest file formats, with dozens or more loaders already existing.  Plenty of documentation as Shaarigan pointed out. http://www.fileformat.info/format/material/ http://www.martinreddy.net/gfx/3d/OBJ.spec
  13. Also changing the value of glClearColor to anything but black lets you know if there is any rendering direction ahead of you at least.
  14.   Have fun with that.  Mine are supported in Lua.  You should have no real use cases to add features to a component at run time either, they're so low level to begin with.
  15. Okay, but don't use WM_PAINT to render in either.  That is for updating win32 controls (custom drawn etc) Instead in your main loop, process all the windows events then run your game update then render functions.   Can we see your main loop?  That might help a lot.  Are you using PeekMessage() or GetMessage()?  etc.