• 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.

Retrep

Members
  • Content count

    26
  • Joined

  • Last visited

Community Reputation

122 Neutral

About Retrep

  • Rank
    Member
  1. I'm surprised this was not mentioned in a thread about potential hobbyist development for next-gen systems: Cell Software Development Kit and Simulator: http://www.alphaworks.ibm.com/topics/cell?Open&S_TACT=105AGX01&S_CMP=HP&ca=dgr-dw01awintrocell You need Fedora Core 4 to use it, but it's basically a full programming environment for Cell, that runs on x86. Obviously the simulation means that your code will run at a fraction of the performance of actual Cell hardware, but it is apparently cycle-accurate, which should let you determine how your code would run on actual hardware. There's also a pretty good pipeline analysis tool for the SPEs, sample code, etc. With this, and nVidia's cG Toolkit etc., you can have a reasonably close approximation of the PS3 dev environment on your PC. Or at least, you could gain experience that would transfer readily to an actual kit. If you want to wager that a PS3 linux kit will be available for homebrew, this would give you a big headstart. The code you write on the above SDK will transfer and compile without modification on Cell hardware, like PS3 (IBM used this very simulator for a long long time before they had Cell hardware available, to bring the software development up to speed). Kind of funny that potentially the most challenging next-gen hardware (but then again, potentially also the most rewarding) is also the one that is most open to hobbyists.
  2. In terms of hobbyist PS3 development, I think things are looking quite positive. Ken Kutaragi, the head honcho at Sony Computer Entertainment, has talked in a number of interviews now about fostering an open platform with PS3 where the community can come in and make software for it. He wants that to happen to encourage software development for Cell. He views it as much as a computer as a games system. I think the only catch would be that you won't be able to commercially distribute any games you make for it, as obviously Sony wants to keep the licensing structure in place for that kind of software. What we know is: 1) Sony is seriously considering pre-installing Linux on every PS3 hard disk, and wants to allow for open community development on it. 2) IBM and Sony are "open sourcing" Cell - they very recently release detailed technical documentation aimed at potential Cell programmers, and it's available on IBM's site here: http://www-128.ibm.com/developerworks/power/cell/ That should be your first port of call if you're interested in programming Cell. Later on in the summer they're even going to freely release Cell emulators for different platforms to let you start coding for it before you get hardware. There's no doubt in my mind that if Sony put Linux on PS3, a compiler would be available for Cell on it. 3) The question would then be re. graphics APIs. They're using a variant of OpenGL ES, and although they're not compelled to make it freely available, I think they would. NVidia already makes its tools and Cg compilers etc. freely available for download, so it wouldn't be a massive leap to make them freely available for PS3 as long as Sony said "OK". Just remember also, they did this exact same thing with PS2, just with a limited number of units, so I don't think it's a big stretch to think they'll do the same with PS3, but perhaps on a bigger scale this time.
  3. >> As a next question, I don't really have an idea on where to start with the scripting themself. I can imagine I need a bunch of "events" for each NPC such as: OnRoomEnter, OnRoomLeave, OnFight(Other player/NPC is attacked), OnAttack(NPC being attacked), OnUpdate, OnDeath(NPC died), OnKill(Opponent NPC died) and perhaps OnItemDrop and OnItemPickup. Have you looked into state machines? From the sounds of it, they'd be perfect for what you want to do, and you could expose them using a scripting language. This is a nice introduction: http://www.ai-junkie.com/architecture/state_driven/tut_state1.html from an equally nice book :)
  4. ::raises hand:: I'm not there yet, but I'm finishing up my BSc in Software Engineering, and hope to go into a field related to either graphics, physical modelling, or AI..in a games related company would be great. I view them all as subsets of my larger interest in general simulation...graphics is the simulation of light, really, physical modelling the simulation of physics, AI the simulation of intelligence/the mind. I'll ideally be working in graphics/physics at Havok when I leave college (the one relevant company near to where I live). I've become "serious" about my work in the last year, and have made great progress sofar..I have one more year of the undergrad programme to go, and possibly a MSc after that.