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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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BTIC1C Screen Capture: Performance and older HW...

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cr88192

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I had recently fiddled some with BTIC1C real-time recording, and have got some interesting results:

main desktop PC, mostly holds a solid 29/30 fps for recording.
* 1680x1050p30 on a 3.4 GHz Phenom II X4 with 16GB PC3-1066 RAM.

it holds 25-28 fps on my newer laptop:
* 1440x900p30 on a 2.1 GHz Pentium Dual-Core with 4GB RAM.

it does a solid 30 fps on my older laptop:
* 1024x768p30 on a 1.6 GHz Mobile Athlon (single-core) with 1GB RAM.
** thought it was 1.2 GHz, seems I was misremembering.
** kind of kills things though as comparatively, this laptop is too fast for the screen resolution.
*** to be fair, for this resolution, the CPU would have needed to be ~ 1.2-1.4 GHz.

was half-considering testing on an ASUS EEE, but I seem to have misplaced it.
running off other calculations, there is a statistically high chance that an EEE would be able to record full-screen video at ~ 20 fps or so (given its clock-speeds and resolution).


or, if I could build for Android, maybe testing on my tablet or phone (Sony Xperia X8, *).

*: like the EEE, it is basically what sorts of video encoding I can get out of an ~ 600MHz CPU.
linear extrapolation implies it should be able to pull around 20 fps from 800x480 and ~ 30fps from 640x480.

my tablet has HW stats on-par with my laptops though, so it may not mean a whole lot (ran 3DMark, got 5225... CPU speed is similar to old laptop, but graphics and framerates look a lot prettier than either of my laptops).

actually, theoretically, the Ouya also has HW stats on par with my laptops as well (raw clock speed in-between them, but has 4 cores and fast RAM).


ADD: ( testing desktop PC with 3DMark
Cloud Gate: 10890
Ice Storm: 81583
Fire Strike: 4083 (*)
*: Updated, didn't crash this time... )

here is from another test involving desktop recording and Minecraft:


most of the lag/jerkiness was actually from Minecraft itself, which is basically how it plays on my computer (but I was happy originally when I got some newer parts, mostly because Minecraft usually stays above 20).


otherwise:
messed recently with special 4:2:0 block-modes, which can improve image quality but hurt encoder speeds (they effectively store color information for each 2x2 pixel sub-block, rather than for the whole 4x4 block, and require more arithmetic in the pixel-to-block transform).

I did introduce a more limited form of differential color-coding, which seems to have actually increased encoder speed for some reason (colors will often be stored as a delta from the prior color rather than the color itself, *).

generally, color prediction has been largely restricted down to last-seen-color prediction, generally because this can be done without needing to retrieve colors from the output blocks (it will simply keep track of the last-seen colors, using these as the predictors, which is a little cheaper, and also less problematic).

*: as-is, for 23-bit colors, a 15-bit delta-color will be used, and will fall back to explicit colors for large deltas.

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