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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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No soup for you!!

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MARS_999

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Well I decided it was time to move from 32bit IBO to a 16bit IBO for my terrain rendering. I been putting this off as it was going to take a bit of work to switch over to it. I was hoping to see a FPS increase, but no.... Reason is I am texture/shader bound which increasing my vertex processing wouldn't help, but the positive is the memory requirement for the terrain will be a lot less. I have one 16bit IBO of 32x32 size vs. whatever the terrain mesh size is e.g. 513x513x4bytes vs. 32x32*2 nice savings! So I am going to keep it this way.

I am determining that I am having slow downs based on my FBO auto mipmapping. I am using 2048x2048 texture sizes which are expensive but man it kills FPS... Not sure what one can do for that... IIRC I don't see any difference in IQ with the mipmapped FBO vs. non mipmapped. So I may turn them off for now.

Once I run through my list of things to check or update, I will add in physics. I am looking at newton for the SDK. What I have seen so far it looks easy enough to use. I hope.

Anyone here use laptops? If so which one are you using? I love my desktop very powerful, but if I go somewhere I would like to keep coding. e.g. Xmas is here and driving a few hundred miles to the relatives sucks, but if I could code while I was there if I stayed the night now its becomes a nice tool to have.

later

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I cant reccomend a laptop as I havent had a new PC in years :) I just wanted to comment that im excited to see how you implement physics into what your doing, and possibly to heckle you into posting some screen shots?
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Yeah I hope to post some screenshots, once I have the game playable. I have posted before, I just can't remember when that was. With Vista there isn't a way to take a SS with ALT-PRTSCRN anymore with GL. I think I will have to copy the framebuffer and save the data as a texture to take a SS now. Right now I need to get the physics lib chosen, and play around with it so I can implement the code into my game. I just have to remember to start small, I always want to start off with uber powerful features, code without understanding it 100% since I would like to finish this game before I die!!!!!!!!

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