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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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Dusting off the old

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I've recently decided that there's two things I need to look at lately to get me back up to speed. One of them is DirectX11 and more modern graphics coding. I'll talk about the other thing later on.

My old codebases were traditionally built upon OpenGL and the fixed function pipeline. Yes, yes, I know. I was lazy and didn't want to learn all this fancy shader stuff - why did I need to when I could just do what I wanted quickly in GL and my games were never going to be that graphically good anyway, right? Well in DX11 we basically have no choice in the matter, so it's about time that I learn this stuff.

I had two choices; one is to start afresh and start implementing a basic DX11 engine from scratch. The second was to find an old project of mine and retro fit it and then improve it over time. I chose the latter - an old shump project I was working on from 2004 seemed to fit the bill, so I picked that up.

So far, it's mostly been about ripping out SDL, replacing it with raw Win32 code and then pulling out the OpenGL code. All this whilst getting back up to speed with my old codebase. One thing that really struck me was how much my coding practices have improved since then. There's a lot of memory management stuff I should and will be ripping out later (I used superpig's refcounted pointer class from Enginuity...!), and there's probably too many singletons around (although I've kept the calls to them clean). The asset loaders and resource management really needs improving, moving away from what's there to perhaps adopt a more handle-based approach to load/unload on demand.

There's also other stuff, such as there being too little blurring between the various layers in the engine (input, view, logic) - so I'll probably be restructing it all to follow a more MVC style pattern which clearly separates the "views" from the control (input/network) and the game model (logic). A bit more data-driven stuff couldn't hurt either.

It could be quite an interesting project.

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y helo thar!!!

I think DirectX causes cancer and/or erectile dysfunction. You should watch out.

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