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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.

cruZ

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  1. Quote:Original post by SteveDeFacto No I like programming and that has always been the case since I was 7 years old but lately I've lost interest in making video games. It's like I really want to make video games but after working so long and hard to make a really good game I've realized that it's far more work than I will be able to complete any time soon... Yeah, thats the point where the hobby becomes work. From this point on it has to be treated like work otherwise u will endup nowhere. U need a project plan, deadlines, time management - all that things. Thats where indie game development becomes tedious. Quote [1] from a gamedev news entry just a few days ago: "Being a indie developer is really really hard. And if a indie game is a success, its for a damn good reason." There's nothing more to add. My advise: Make a real simple game. Start off with a really polised tetris clone, that has levels, highscores, nice artwork and music and all the whistles and bells. Even that will take quite a while to do, but its doable. But finish it! U will see, its a good feeling afterwards to make something thats actually playable. [1] http://www.gamedev.net/community/forums/topic.asp?topic_id=586205
  2. E.g. use a gauss filter for the blur effect - thats easy - just google it. The curve shape can be done using splines, like b-splines or beziers.
  3. OpenGL

    CEGUI comes to my mind. Haven't used it myself, but its also used within the OGRE engine and supports OpenGL / Direct3D natively, so it should do the job for most people. http://www.cegui.org.uk/wiki/index.php/Main_Page
  4. U have to calculate the position of your player in a hierarchical way. U can see the platform as the parent element of the player. Update your player's position in relative coordinates to the platform and not in global coordinates.
  5. DX11

    Yes and No. U can certainly use DX11 even on DX9 hardware - by only using the feature set of D3D9. Running the full feature set of D3D11 only works on DX11 hardware, especially stuff like hardware tessellation. Compute shaders for example also work on D3D10 hw. Now, u can emulate also a lot of D3D11 features on d3d10.1 hardware. There is even a compute shader example that does tessellation. The thing is, u have to implement it yourself in either CUDA or shaders.
  6. Optimizing on that level nowadays is usually a complete waste of time. In a big application/game, there is so much other stuff going on, that optimizing function calls is completely pointless. Tweaking on algorthmic level has normally a much larger impact on an application than most other optimizations. These things are normally not even dependent on the language and API's used. But algorithmic improvements is one of the hardest tasks to do. Thats why lots of people try to optimize in areas that seem promising at first, but in fact are not. - Like optimizing function calls that are in any case only called once per frame. So in my experience, that type of optimizations is usually a waste of time - unless u have optimized every single other algortithm in your engine. Edit: Considering the author of the engine seems to be quite capable of doing algorithms and math (at least his books give that impression), there is probably no other place for improvements in his engine anymore. Still, under normal circumstances, such optimizations should not be considered as high priority. Edit 2: I also don't think the removal of these virtual functions brings a reasonable performance gain in a real world application. The std::map find lookup also doesn't seem to be an optimal solution.
  7. Quote:Original post by meeshoo I wonder how companies behind other engines, like for example Unity or C4, did this task, as they didn't make the engine for a specific game... That's why most of those companies only find customers within the indie scene and not professional game studios. U wont really find a AAA game using C4. Thats why "we should write games, not engines (tm)". An engine is usually the result of the requirements of your game. U wont be able to produce something useful, unless u've worked already with a professional game engine on a real game.
  8. Quote:Original post by phresnel The only use case for getters/setters I can imagine is when using the PIMPL idiom. But I never needed such as I usually don't set/get. Well, how else would you return the width and height of a window when the actual value is stored in a transformation matrix? By letting the user search for the right value in a public 4x4 matrix? Gl with that. Quote: Note that the gain from copy/pasting is negligible, as my classes are usually very, very small with only very, very few member functions (so if you say "all the member functions", then your class is probably already guilty of being ubersized). Well than u obviously have millions of classes/interfaces instead of millions of functions, which just shifts the organisation problem to another layer. Heavily object oriented design is not necessarily superior to procedureal design. Using the one doesn't exclude using the other paradigma along with it. Depends solely on the purpose. I'm personally not a friend of purism. Anyway, as Hodgman said, this thread is about tools, not coding rules or design patterns.
  9. Quote:Original post by Zahlman Aalfkjdslfkjskfjsajdlf. That was supposed to be your warning sign that maybe the approach you are taking to the code design is not such a good one. What are you gaining from all these get and set methods? Please don't say "encapsulation"; I've been hearing this joke for many years and it just isn't funny any more. Sometimes getters and setters are more then just {return someVar;} functions. E.g. when it involves thread sync or some calculations. Whats so bad about that than? And even regular {return someVar;} functions are sometimes inevitable because u dont want to allow everyone to alter your internal member vars. (GUIs for an example) Anyway, I have a tool that generates the implementation body for a c++ class header returning already all the default values defined by the return types of the member functions. Saves hell of a lot of time, and I haven't found a similar tool yet that fullfilled all my needs.
  10. As u mentioned WM_MOUSEMOVE, I assume your target platform is windows. Other than the WM messages u can use those functions: http://msdn.microsoft.com/en-us/library/ms645533%28v=VS.85%29.aspx
  11. Quote:Original post by PeterWelzien I think making a static or dynamic library would be overkill. Why do u think it is overkill? That's actually the the standard way to share code between applications and that's why there is such a thing as a library. U don't lose anything by doing it, its just a different project setup. Normally such a collection of classes tends to grow over time. As soon as u put them together in a lib, the better. Also I would advise u to avoid static libs. As soon as u have a lot of binaries u might lose track of which binary links which version of your static lib as there is not really a convenient way of finding out, once its in binary format.
  12. Quote:Original post by DvDmanDT Is it possible to create function fn(x) so that it would give 0 for x < n and 1 for x >= n? Maybe u are looking for a sigmoid function? This function is exactly used for that. Its sort of a logical gate function used in neural networks. http://en.wikipedia.org/wiki/Sigmoid_function
  13. Quote: cause i tried UpdateSurface it didnot work cause one was a diffrent format then the other. If the 2 surfaces have a different format u have to use lock/unlock to download/upload and convert the data manually. Quote: are you addresing the x8r8g8b8 or something else? Exactly that.
  14. Have u tried IDirect3DDevice9::UpdateSurface or IDirect3DDevice9::UpdateTexture ? These 2 methodes is normally used to copy content from one surface/texture to another. The dimensions dont have to be the same but the formats have to be the same along with a few other restrictions. If u want to copy from a cpu buffer to a texture/surface u have to use lock/unlock and copy it manually.
  15. Sure its possible. But the transfer from gpu to cpu and vice versa is extremly costly. It only makes sense if u do a lot of calculations to hide that latency. Google for for GPPGU computing or CUDA. U will find a lot of resources on doing algorithms on the gpu. Also have a look at this: http://visionexperts.blogspot.com/2010/03/gpu-is-not-often-fastest.html