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      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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Slighty Behind Schedule

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Burnt_Fyr

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I keep telling myself that this will be a weekly journal, but of course I am slightly behind schedule. and it seems more and more this is the position i find myself in when it comes to programming. So much to do and so little time.

I have made quite a bit of progress on things, but am working on many projects at once, so each is well, slightly behind schedule. I know I should stop and focus on just one, but variety is the spice of life, and it's doing wonders for my code base, poking holes and exposing weaknesses. It's also doing a lot for my own coding habits, as bouncing from project to project makes it hard to remember what i'm doing. So all my new work is getting nicely documented as I go, and I'm getting quite proficient at rereading my own old code and sussing it out quickly.

That being said, I am still not great at understanding others code. Take for example what I have been working with lately. One of the features of the project in the Image is determining draft based on displacement and hull form. The hull is a triangle mesh, and I can assign a displacement, though eventually this will be calculated from a structural drawing. I take the displacement, and starting with the entire hull, calculate the volume of the mesh(closed, but not necessarily convex) and then the mass of seawater that volume would hold(1.035g/cm[sup]3[/sup] for the curious). this is checked against the given displacement. if it is more than the displacement we step out, cut dy in half, and try again. if it is less, then it and the dy are accumulated until we are within either the draft tolerance or the displacement tolerance. It is working quite well ,as the text in the pictures show. The shader is not getting fed the correct draft to shade with, hence the cube doesn't look like it should. I'm going to fix that soon I'm just slightly behind schedule in regards to that.

The code for clipping against the plane was based on this paper by Dave Eberly. Reading though it now, the capping of clipped meshes appears to be incorrect, as the plane normal would be opposite of the normal of the close face if the mesh is in the positive space of the plane. after flipping a couple of -/+signs around, and rewriting it to use std::vector and my math library, I have it working but it *reads* wrong to me. for instance, the plane convention of ax+by+cz+d doesn't work because the plane is backwards from what was written in the article. I'm sure with enough coffee and scratch paper i could figure it out, but I'm slightly behind schedule as it is...


PS: if anyone cares to read that paper and tell me what is going on with the plane and close face feel free to reply or PM me

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