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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.
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About this blog

Some technical informations on projects I work :)

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It's good to be a god

After some months of work, and a lot research on the web, I finally got a result (at last !). The first screenshot of the concept "planetary engine".

It's not very advanced, there is a lot to do. But I'm impatient, I can't wait to show them. So, let's go !

The first screen, in wireframe so you can see the structure of the procedural mesh.


Like in other implementation, the details of the terrain show themselves when the camera get closer to the ground.

I use a classical "Chuked lod" algorithm. It's just modified a little bit to handle a spherical terrain. Each chunks are computed separately in one of the four consumer threads. This allow the player to approach the planet smoothly, independently of the computational power of the computer (to a certain extent.).


Now, the player will not see it in wireframe, so here a screenshot of the planet :


You probably noticed some glitches in this image. This come from the method used to implement the normals computation.

To have a result faster, I just compute the normal of the current chunk, without taking in count the neighbors chunks. That's why you can see the "boundaries" of the chunk. This will be easy to fix.

But actually, I wonder if it would be better to use a normal map ?

The answer is probably yes. But I've never done that.


This is a closer look of the ground, you can see even better the glitches. There's also another bug, some "black pixels", some holes. Because between two different level of details, half of the vertices on the edges of the chunk of level n+1 aren't in the edge of the chunk of level n.

But this will be easily fixed with the "skirts" methods as explained in the chunked lod articles. Actually, there are already in the program, but I disabled them because of a little bug ;). Ah, the dev life.

If someone is interested of this project, I will probably write an article more detailed and more technical of this topic.

Thanks !


Codename : Space

[font=verdana, geneva, sans-serif]For a while, (or "A long time ago, in a gala... Hmm, I digress.) I am interested in space and doing a game in this environment.[/font]


Fed by a plethora or Star trek and Stargate episodes, I wanted to give to this project the same kind of atmosphere.


[font=verdana, geneva, sans-serif]

Okay, now that you told your life, you explained to us what it is ?


[font=verdana,geneva,sans-serif]Space (it's a codename), is a game that I imagined, it's more like a giant concept program that I dev on my free time.[/font]
[font=verdana,geneva,sans-serif]Basicaly, it started from two "simple" wishes :[/font]

  • [font=verdana,geneva,sans-serif]I want to be able to fly my own starship, and visit it's interior integrally. From the bridge, to the rear dock.[/font]
  • [font=verdana,geneva,sans-serif]I want to have a procedural universe with planets, asteroids, etc, etc, all visitable, like in "Infinity".[/font]

    [font=verdana,geneva,sans-serif]That's how I started doing this little game.[/font]

    [font=verdana,geneva,sans-serif]In this blog, I'll write some articles on the advancement of this program, and methods used to achieve my goals.[/font]
    [font=verdana,geneva,sans-serif]I hope this could help someone else. Who knows ? biggrin.png[/font]

    [font=verdana,geneva,sans-serif]Aw, a last thing, I'm not a English speaker, so, if you see any fault (my bet there's are many of them).[/font]
    [font=verdana,geneva,sans-serif]Thanks ![/font]
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