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About Ergawy

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  1. Should I subscribe to GDC Vault

    Thanks Promit and ApochPiQ for your replies. So what are the best ways to know about the latest trends in the industry? And of course I know that anybody with my level of experience may not be able to grasp the details of a lecture he watches or an article he reads, but at least I'll be able to get pointers on what I can later gain deep knowledge in.
  2. Hi, I recently knew about GDC and GDC Vault. I am fairly new to the industry with under 1 year experience in game development and about 4 years total of professional software development.   I first knew about GDC Vault through a lecture posted by Jason Gregory (Lead Programmer at Naughty Dog) on "Context-aware character dialog in The Last of Us". And I can say that it was very beneficial to me and helped me know more about the world's biggest studios get the job done.   I was thinking, if free content is of such benefit, what about the members only content?! I am starting this post because the yearly subscription fee ($495) is not a small amount of money to me. It is not huge but I should carefully think before spending such amount.   So, do you think that the resources offered by GDC Vault are necessary for serious game programmers?
  3. Hi, I am working on a vehicle system that should support some properties and I am looking for books, articles, open source projects, or any other kind of resource that can be helpful in implementing these properties. 1 - A vehicle can a number of seats. 2 - Each seat has its own functionality. Imagine a spaceship with one seat for steering and the other for controlling the turret. 3 - Each one of these seats can be occupied by a player (we are working on a multi-player game). The players will be the team that controls this vehicle.   Of course, I don't want to find an exact implementation that meets my needs or something. I just want to know if there exists any resources that I can read in order to gain more knowledge on how to implement such vehicle systems.
  4. Thank you all guys for the useful links and ideas. That's a good list of links :).
  5. I recently read many articles that justify how reading others code is so beneficial. I guess this is a very good skill (reading others code) that I wish to strengthen. So do you guys have any pointers to open source projects that I can read for learning. I have no restrictions on what kind of code I read as long as it is beautifully written code by masters who know what they are doing . So games, game engines, tools, or any other piece of software that I can read and study in my spare time.
  6.   Yeah, that's similar to union find. Or, to be more specific, as far as I know union-find is one of the steps involved to solve the flood-fill problem.
  7. Well unfortunately I contacted them and their design wasn't built to support such functionality. Actually I have already made some modifications and tweaking to the plugin code so as to make it conform to my needs. So I guess I'll continue with that path and try to do this on my own.   A room to me is a unit surrounded by walls, stairs, and doors. It doesn't have to be square or rectangular shape.   Since the rooms are composed of tiles or small parts called RoomParts, I am thinking of using Union-Find and Dynamic Graph Connectivity algorithms to find the connected components in the dungeon which are in my case the rooms.
  8. I am currently using a Unity3D plugin to generate random dungeons (here: After the generator finishes its work, it gives me access to the generated room tiles not the rooms themselves. The room tile are the small parts that are glued together to create the rooms and corridors of the dungeon.   This is a screenshot that explains what I am saying: As you can see the selected "RoomPart" is just a single tile of the room.   What I am looking for is an algorithm to outline or separate rooms as whole units.   Are there any computational geometry algorithms that can assist me to achieve what I want?
  9. A great study that my be of benefit to the poeple interested in the subject
  10.   Semi-random is interesting too. I think that quest generation can't be done all programmatically or randomly. The problem of creating a meaningful story-line or plot remains, as far as I know, an unsolved challenge.
  11. I wish you tell me so that I can cheat from you :D
  12. Hi guys, Currently I am working on PCG system to generate dynamic quests. Till now I have found some papers and articles that talk about the subject. The most important in my opinion is Ian Parberry's and Jonathon Doran's paper "A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs" (here: It mainly analyses about the structure shared in most MMORPGs and uses that analysis to create a prototype quest generator. I have made an initial implementation of the ideas included in the paper.   But the problem with most (if not all) of the results I found so far is that they didn't manage to provide a good solution to the narrative and plot part of the quests generated. I mean, you can generate random quests with whatever length and complexity of actions you like. BUT making some kind of logical sequencing or consistency between the quests is not that good.   Unfortunately the idea of procedurally generated quests is not that clear or polished in my mind yet. So I hope through this thread to start a discussion about the latest trends in random/psuedorandom generation of quests.   Any contributions such as research papers, articles, tools or engines that help in defining the idea of generating good-quality quests will be very helpful.
  13.   I suspect you need to be over in the Technical forums. Given the nature of this question - the Beginners forum might suit you initially until you know which forum suits. You will need to PM a moderator to get the thread moved if they don't catch it beforehand. Best of luck with your new game     edit: Though you might also luck out with an answer in this forum as a number of the technically minded also hang out here.   Thanks for the clarification. I PMed a moderator asking to move the thread.
  14. Hi, In the near future we will start making a game that looks like Where is My Water and Cut the Rope games. By that I mean there will be multiple levels in which the player tries to solve a simple physics based puzzle. We were thinking of making a tool that can be used for designing the different levels of the game. Instead of programming individual levels, the tool will be a drag and drop style tool that can be used to create new levels easily. There are some questions that I would like to ask (some of which may be open questions but this is a discussion more than a QA type of thread): 1 - Are there any resources that talk about the essential elements of level designer tools? 2 - In your opinion, do you see that such a tool will be useful or will save time during the development process of the game? 3 - Are there any books that talk about the subject or the role in game development teams that deals with tool development rather than actual game development? I need that to get more deep idea about the elements that can be considered as generic in common games and how to identify the situations in which we should invest our times in tool development rather than actual game development.   I am not sure this is the right forum, so if there is a more suitable one, please refer me to it.
  15. I and 3 of my friends want to start game programming as a team but we don't know how to devide the work among the four of us we already chose DirectX but we didn't learn it yet and we are good in C++. So it will be kindness of you to guide us and tell us how to start and what types of games to start with and what is the expected time periode to finish a complete simple game. I already read the beginners section and the FAQs they were very helpful but I think that I couldn't find anything that gives us the guidelines to start a team. If the info I wrote are not sufficient for anyone who likes to help plz tell me what else you want to know. note: we are all programmers so I think that we won't make new ideas we just want to efficiently learn the technical stuff and be productive in this aspect. This is what I think, if experts here see anything else I'll be so glad to know your point of view.