• 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

874 Good

About DigitalDelusion

  • Rank
  1. This is so friggin cool! I'll download your test images and start working on accaptance tests for beermap with additional compatibility for missing formats! :D
  2. Darn you're getting good at this writing stuffage. :D Now get your ass online so I can talk to ya.
  3. struct vector2d { float x, y; }; struct particle { struct vector2d pos, vel; }; struct firework { struct particle part; }; struct firework_particle { struct particle part; }; void particle_update(struct particle *p, float timeStep) { p->pos.x += timeStep * p->vel.x; p->pos.y += timeStep * p->vel.y; } then simply do: struct firework fw; struct firework_particle fwp; particle_update( &fw.part); particle_update( &fwp.part); /* not that if you make sure to put the particle struct as the first member you could safely do */ particle_update( &fw); particle_update( &fwp); /* both saving some typing and giving an illusion of polymorphism in plain C :) */
  4. Quote:Original post by The C modest god So the question is, do you need to make an extra effort to write a program optimzed for multicput computers? or would the compiler's optimizations take car of it? I think it should be more sensible that the compiler will take care of most of the optimizations, because a user programmer never knows how exactly the chipset works. The people who write the compilers know better how the chipset works and therefore can do better optimizations. Well the problem isn't really that simple. Transforming sequential programs and algorithms to work well in parallel simply isn't a transformation that compilers are very good at, mostly because the algorithms aren't designed for concurrency to begin with. Compilers are decent at vectorization but that's really a far cry from actually being able to turn stuff into inherently concurrent computation. Writing fast (without needless synchronization) reliable (without deadlocks and reace condidtions) concurrent code is very hard because you need to think about it in a completly diffrent way, a way that most programming languages simply aren't designed around so they lack facilities for it forcing programmers to manage it by themself. Btw, doing concurrent work as daunting at it may seem is almost as fun as fiddling with asm :D
  5. 43.98% I need to start playin magic the gathering and collecting usless stuff.
  6. Quote:Original post by Black Ace the mesh viewer that came with directX takes about 7mb opening so i think its my machine ;) thats better than the code being the problem. Yeah, meshview without opening anything takes about 6mb. or 6.7 when opening that file.
  7. Uh, I don't particulary have any of my own code that's able to view .x files although meshview seems to eat up about 600k when loading it so yeah 6mb seems a bit heavy then.
  8. Well that kinda depends, what model format are you using? How many vertices are there, etc. But you're probably doing just fine.
  9. i+(Width*(Height - j - 1)) + (Width*Height*k)
  10. Quote:Original post by Bregma You should always strive to have your code compile warning-free at the highest possible warning level. Really. Quoted for emphasis.
  11. Basicly you probably don't want to rely on a float value being zero, but that has already been debated to death. const unsigned FLOAT_SIGN_BIT = 0x80000000; inline bool is_zero(float f) { return !((*(unsigned*)&f) & ~FLOAT_SIGN_BIT); }
  12. I would suggest using a "dictionary" (probably a balanced tree or hash map) of keys where each key has a list (probably of the linked variaty, dynamic array would also do) containing all the nodes & position of the key Nodes then become lists of pointers to keys. Doing a lookup is as easy as doing N lookups into your dictionary. For your example: dictionary: (id, key, node list) 0, "key1", {{0,0}} 1, "key2", {{1,0} 2, "key3", {{0,2}} nodes: (id, members) 0, {0, 2} 1, {1} say we want to lookup ["key1", "key2", "fish stick"] Then we do: lookup "key1" and examine it's node list for entries where it's first, that gives node 0. lookup "key2" in the same way, that gives us node 1. "fish stick" not found in dictionary, or no matchin node so ignore. Then we have the node-set {0,1}. You probably want to keep the nodelists sorted to avoid a linear search through them when doing positional matching.
  13. Quote:Original post by evelyn 43% gay, which makes me a 'heterosexual babe' apparantly ...and I agree there's no leeway with the questions but, hey-ho [smile] Hm, wait just a sec here, that would make you what 57% babe? Then Im actually more chick than you with my 66% then? This test is really freaking me out ;)
  14. 66% Gay. "Women like you don't they? Little do they know you're a wolf in sheeps clothing ready to pounce!" Just for the record, I got a GF. But people tend to sometimes assume that Im either gay or bisexual, oh and yeah, women likes me :)
  15. Quote:Original post by Dave /* headers */ const unsigned int secondsInHour = 3600; const unsigned int secondsInDay = secondsInHour * 24; /* rest of code */ It's legal C++ but not legal C89.