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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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Just WOW...This is what I get for following other tutorials

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Paul C Skertich

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For some odd reason, I kept on getting confused between the Indices and the vertex buffer. This one tutorial had it where DWORD Indices = 0,1 -

you know what I mean right? Yeah

So, today I was looking at www.rastertek.com and realized that Indice is just a number. The Index Buffer just takes in the number of indices to draw and does it. There's no need to figure out DWORD 0,1,5, crap like that.

How did I come to this conclusion? I wanted to see what if I don't even use sizeof(DWORD) * 36.... and just put sizeof(unsigned long) * 36. Compiler didn't care nor did the index buffer because the vertex buffer already had the information stored. Which again makes me think of a grocery list when people go to the store, they go down the list and check off what they got. A vertex Buffer just like a grocery list - checks off the vertex position. The index Buffer looks at the stored vertex buffer and connects them.

So, I went a head and changed the index buffer to (unsigned long) * 12 which as expected draw 12 connected lines instead of 36. Even though the DrawIndex had 36 - it still draw 12 regardless because of what's stored in Index Buffer.

WOW! Just wow! I hate it when all of a sudden things just get clearier and clearier.

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