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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.

Andrew Kabakwu

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  1. You might find some ideas here - https://www.youtube.com/playlist?list=PLEMXAbCVnmY4ZDrwfTpTdQeFe5iWtKxyb
  2. You may be interested in this https://handmadehero.org/
  3. Check if wglCreateContextAttribsARB is Null before using it. And   Should be an if- else block if (CompHRC && wglMakeCurrent(mhDC, CompHRC)) { mhRC = CompHRC; } else { //Make current failed, so quit }
  4. Do you have any download links to the SIGGRAPH proceedings?
  5. There is also Visionaire studio
  6. Welcome. Do what makes you happy, Game development is a journey, enjoy it
  7. Nice article. You have a table of content but its not reflected in the body of the article.. The sections are not there. Add the sections heading to the relevant part to the body. Will make it easier to find and know what each section covers without having to start at the top and read through.
  8. Blender is great, I love the workflow.   If you are interested in Blender, may I suggest http://cgcookie.com/blender/ http://www.blenderguru.com/
  9. Hi, I want to start participating in game jams but can not find a definitive list of game jams to join. My google search just brings up a few. I thought it would be a good idea if we had a list of active game jams and when they take place. Could anyone with information about game jams post a link to them here. Thanks in advance. [url="http://www.ludumdare.com/compo/"]Ludumdare[/url] [url="http://globalgamejam.org/"]Global Game Jam[/url] [url="https://www.dreambuildplay.com/Main/Default.aspx"]Dream Build Play[/url] [url="http://nordicgamejam.org/"]Nordic Game Jam[/url] [url="http://www.cambridgeindies.co.uk/"]Cambridge Fruendship Club[/url] [url="http://48hrgamecomp.com/"]48 Hour Game Making Challenge[/url]
  10. Have a look at this [url="http://www.3dbuzz.com/vbforum/content.php?212"]3dBuzz -Unity Custom 3rd-Person Character and Camera System with C#[/url]
  11. [quote name='Delphawi' timestamp='1315512781' post='4859199'] [quote name='Monkan' timestamp='1315141662' post='4857464'] If you have good experience with UDK then that probably has everything you need to make a game like this. I think Trine used PhysX to handle the physics but I'm not sure. There are many engines that could be used to create parts or all of a game like this. Unity is another that could be used. The list goes on. x [/quote] Nice to hear that , I will check Unity later because I don't know much about it yet . [quote name='TheSasquatch' timestamp='1315165835' post='4857598'] If you don't want to pay Autodesk's ridiculous price for 3DSMAX (or pirate it, which can be dangerous), I'd recommend Blender for the 3D modeling/animation. It's open source (and free), and it's quite capable. [/quote] That's right , except that Blender is not fully supported by UDK , not like 3D MAX or Maya . Well that's for 3D , Any idea about the 2D character and animating ? [/quote] Does UDK support collada/fbx files? If so, then Blender can be used to make assets.
  12. Hello, I was wondering if word games could be made without having to load a words dictionary to check created words against. Is it possible? If not, what are the options for getting a word dictionary into a loadable file? Thanks
  13. [quote name='wqking' timestamp='1313462334' post='4849675'] But what's the reason that you don't have a base class for your components? A single-root hierarchy will make your life easier. [/quote] Am doing this to avoid issues raised in the topic linked to above. I dont have a base Component class because in general, components have little in common. There is also NO component type enum/string. Also as am not going to be using one system to process all components, there is little to be gained. Adding new component "types" is easy, as each component "type" is managed by its corresponding subsystem. I was expecting more discussion on this topic.....
  14. [quote name='speciesUnknown' timestamp='1313179924' post='4848396'] I'm using c# right now, so my method of handling this might be somewhat different, because I lack the ability to use RAII. Regarding attributes, I don't store attributes at the entity level, instead I use the public interface of my components. My entities undergo the following lifecycle: 1) The constructor for the individual entity is called. There are two types of constructor contents - some are remnants from my older class heirarchy stuff. New ones add components to the entity. Following this stage, the entity has instances of all its components but nothing is linked up. 2) The entity is told to "link references" and it is at this point that components cache local references to other components they are interested in on that entity, and components of the world. (The world has a dedicated entity for all its components, and this is where the physics, ballistics, and scripting interface lie) 3) The entity is added to the world, and enterWorld is called. This call is passed to all components. 4) The entity is updated every frame. 5) The entity may be de-activated at some point, and then re-activated, in order to achieve LOD in world behaviour. 6) The entity is told to remove itself from the world. This is also delegated to components. 7) The entity might be reinserted into the world again later. I do this to recycle transient entities and avoid the overheads of a new initialization, or allocation. Because I am using a garbage collector, I have to be very cautious of resource leaks, and I do this by ensuring that the world is the only bridge to anything outside of the entity system - entities can occasionally reference things external to the world, but things outside the world storing references to entities is strictly forbidden. Thus, when I delete the world at the end of a level, it becomes a single big island which can be collected. So, in summary, this call sequence happens: At initialization time: constructor for Entity, and constructors for Components link references At runtime: add to world activate update update update possible deactivate <entity is now idle and not updated, but can respond to events still which may wake it> activate update update leaveWorld From here it may be recycled. [/quote] Sorry for delay in responding, been away for the weekend. Thanks for your response. I don't have a base Component class so there is not public interface. Your approach is totally different from what am planning, but can help with some ideas. Am sure other people have their own methods for initialise components by subsystems at creation time. Please share.
  15. Hi, Am working on an Entity component system similar to the outboard system described [url="http://www.gamedev.net/topic/463508-outboard-component-based-entity-system-architecture/"]here[/url] and other places. I have subsystems like Renderer, Physisc, AI etc that hook into events that trigger in the scene. One such event is EntityAddedEvent which triggers when a new entity is created. The subsystems get this event and create their own type of component (Renderer -> RenderComponent, Physics -> PhysicsComonent) for the entity. I'd like to be able to pass initialisation data to the subsystems for use in setting up there component eg. Mesh data, initial positiion etc At the moment, I have created an EntityParameter object which gets passed to each subsystem. The EntityParameter object hold a table of values per each component type it wants created eg. table ["Renderer"] = <Mesh, "Cube.obj"> table ["Physics"] = <Scale, "1.0, 2.0, 3.0"> table ["Physics"] = <Rotation, "45.0, 0.0, 0.0"> So each subsystem can then issues commands like - EntityParameter->GetValue ("Renderer", "Mesh") and uses that data to initialise its component. Is this a good approach? How do you guys handle this issues of passing data to subsystem for use during their component creation and initialisation? Thanks.