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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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More Deferred Rendering

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It's about time for my bi-yearly post here at gdnet, so here goes. I've gotten a single directional light working, a huge milestone after shelving the project for the better part of this year. The directional light is still being rendered directly onto the main render target, and my next task is to break out another render target and texture, and handle combining light rendering passes onto that. Once that is working, I'll need to write another technique in my shader to handle combining the lightmap texture with I'm guessing the color component of the g-buffer to produce the final image.

Attached are some screenshots, because, everybody likes screenshots. #1 is of the separate components of the g-buffer, with just my skydome, which I'm very proud of, and kinda sad it stopped working. #2 is pretty much the same scene, only with the directional light rendered onto the background. #3 shows the directional light after some time has passed and the sun has kind of gone down.

The reason I am so proud of my skydome is because I draw the sun onto the skydome in a pixel shader program, and moved the sun's position across the sky, and use that to calculate the direction of the single directional light I am rendering. I used to have this exposed to a Lua script, which I'm not remembering why I stripped out at one point. Some of you might remember seeing a render of the sun and a terrain I used to have as my avatar on this site a long time ago. That was made with a previous version of this project, probably prototyped in XNA back then. Once I have the rest of the deferred rendering in place, I'll go back and see what needs to be done to draw the skydome. I'm guessing I will just have to draw it last, in its own pass and there will probably be a little refactoring of my renderer class to support that.

I sat down last night and actually came up with a set of requirements, more of a roadmap of things I want to implement for this project. For now it is just a hobby, but the roadmap does lead to it becoming a game in the distant future. Just doing that has given me alot of motivation, seeing a clear beginning and ending point, and how much more fun some of the later features will be to create once I've gotten some of the groundwork out of the way.

Hopefully there will be another entry soon with screenshots of my completed deferred rendering. Possibly with or without a sky.

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