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quintus, 02/07/2022 09:04 AM
Game Design and Game Development Resources¶
This page lists useful resources that can explain how to design games in general. It also lists resources for a specific subtopic of game design, the structure of the game's code. Try to divide this page with useful subheadings that group the links.
Story Design¶
The master himself on "Fairy Stories" (sic): J.R.R. Tolkien, On Fairy Stories (1939). In: C.S. Lewis (editor), Essays presented to Charles Williams. William B. Eerdmans Pub., Grand Rapids 1947.
- Easier to find reprint: J.R.R. Tolkien, Tree and Leaf. George Allen & Unwin (Publishers) Ltd, London 1964. ISBN: 0 04 820015 8.
- English Wikipedia summary, German Wikipedia summary. Reading the original is recommended, but Tolkien's English is very elaborate and for a non-native speaker quite challenging. There's a German translation around somewhere, but Tolkien heavily draws from language specifics, thus the essay cannot really be fully understood in another language than English.
Appearently an early good example of applying these principles is System Shock, as documented here.
Code Design¶
Game coding¶
- Robert Nystrom, Game Programming Patterns (web version is free of charge, consider buying the hardcopy)
- OpenGL tutorial: https://learnopengl.com/
- HN discussion on enemy pathfinding
- Generating organic patterns with L-systems
- Small study on small custom game engines
- This person wrote a custom C++ game engine from OpenGL scratch in 30 weeks with a team size of 11 persons
- Background on programmatical colour handling
- GameMode, sets various OS configuration parameters on Linux while a game is running
- Efficient memory management with handles instead of pointers (lobste.rs discussion)
- Ray Tracing in One Weekend
- Procedural Content Generation
- Random scattering: Creating Realistic Landscapes
Coding in general¶
- If you need to refresh your C++ knowledge: learncpp.com
- Stay up to date with latest C++ concepts by following lobste.rs on C++
- How to properly organise C++ header files: Kieras, C++ Header File Guidelines (2015)
- Highly recommended article on API design: Henning, acmqueue 2007/4, 24: API Design Matters (PDF available)
Abstract topics¶
- Transformation
Ogre specifics¶
- Blender's Y axis is Ogre's default Z axis. Consequently, models exported from Blender with blender2ogre into
.mesh
format appear rotated in Ogre without further adjustments. The upwards-pointing axis in Blender cannot be changed. Early versions of the blender2ogre exporter had a transformation option to auto-rotate a mesh on export from Blender, but the option was dropped around 2007. The now recommended solution is to rotate Ogre's camera accordingly and simply disregard Ogre's default setup.- Turns out the option has been reimplemented meanwhile. The exporter now calls it "Swap Ax" and it's right the first point under "General" in the exporter menu.
Dungeon design¶
- Dungeon map generator
- Hobbyist creating a modded dungeon for an existing game, quite interesting read
World design¶
- Lighting tutorial
- How Barcelona developed, illustrated with maps over time (Spanish)
- Blend Swap -- liberally licensed Blender assets
Graphical ideas¶
- Truchet tiles: Many interesting floor or wall patterns from very simple tiles
- Wallpaper groups, or: how to make a graphic tile properly
Miscellaneous¶
- Monastery Plan of St. Gall. This plan dates to the 9th century and gives the ideal form of a monastery. English Wikipedia, German Wikipedia
- Passauer Kunst (“Art of Passau”) Superstitional believe in the Middle Ages that certain papers from the city of Passau could make you invulnerable.
- British Museum's Historical Travel Guide to Edo. The Tōkaidō may serve as inspiration for our fantasy world's most important street.
- Montezuma's headdress, a featherwork crown of unknown history from the Aztec empire.
- How to Write Cuneiform -- might be useful for a script system in the game.
- Mile stones, to be placed among the overworld for orientation (English)
Updated by quintus almost 3 years ago · 35 revisions