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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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Newton it is!

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I decided to go with Newton physics lib. From what I can tell it's powerful and people seem to like it. The only complaint I have with all of these physics libs is NO one has written a book, so I can buy one to learn from. HINT HINT people! With the many physics libs out there seems like a good time to have some books around.

Anyway I have a basic demo working with a 1000 boxes that fall down onto a flat plane, and fall all over the place. Looks neat! Now the next thing I need to do is figure out how to get my terrain mesh to work with newton, so the newton world knows what to do. I think I need to use NewtonCreateUserMeshCollision() but not sure. Plus I really don't want to code a bunch of callback functions when this issue seems like a common scenario in coding physics that there should be a way to upload a terrain mesh and say here run with it...

Back at it...

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Well progress in less than 2days!!! Nice. I have my terrain mesh now able to have boxes drop onto it and move around after they hit each other. Not to shabby for never using the lib before. I don't know if many people are using Newton or not, but seems like not much help is available for it when you ask people for help. I had to figure out most of this on my own even after asking for help, due to no one was answering. This has its benefits, but still sucks if you are going in the wrong direction. I have a few bugs to fix with newton and the mesh like objects that are small enough to where they pass through the mesh since the meshes vertex to vertex distance is larger than the box, but I still want to keep the boxes accurate, vs. padding the collision box around the boxes.

Holy crap from what I can tell these physics calculations eat up CPU cycles. I have 1000 boxes dropping and I can tell the CPU is going nuts. What about using the second CPU/Core for this? I have a CD2 CPU, and without any knowledge of how to do this, I think I need a second thread to run the newton lib on? and then when that is done use a fence to wait till the main thread is done and ready for data? with its own fence? Like I said I have no idea on multicore programming, but after seeing this I can see why you would want it!

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