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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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Perlin Noise, more updates.

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I spent quite a bit of time this past week with GD user Cozzie, who was having issues understanding the logic behind OBB plane collisions. It's always a great sense of accomplishment when I can help others to understand something that seems a mystery to them. In the real world I'm a tradesperson, and have been teaching apprentices at a post secondary institute for the past 6 years. In retrospect, trading a higher paying job in the field for more time for myself and family was one of the best decisions I ever made, because I get to experience this fervor on a regular basis. I think my instructor at the time, and my coworker now, could see that spark in me. I'm sure he knew that I would both enjoy a career in teaching, and also excel at it, that fateful night when I received an offer to interview for the position via email.

Some days are better than others, however. The same can be said about certain classes, and even individual students. On occasion I have students who have experienced much more of the trade than I have, be it from the choice of employer, or time in the trade, and I can get caught up with feelings of inadequacy. I'm sure many of the GD members can relate, seeing other peoples projects advance quickly, perhaps being greenlight on steam( Congrats again Riuthamus), while we toil through our own work in what seems like a exercise in futility.

That being said, we'll never catch up if we don't try, amirite? So after helping Cozzie, I brushed the dust of my math lib, and deduced that It still has some work to be done, both to regain some the functionality lost in the crash, as well as add some more functionality that I previously neglected. (I also have some functions that would be much more useful if they were implemented in a different way.)

One of these neglected functions was Perlin noise. I had implemented 1d noise before just to understand the theory, but more useful to me currently are the 2d and 3d varieties. Removing the free function noise(x), and moving to a class based implementation went swimmingly, though I may revert back to free functions at some point in time. It's always a decision I struggle with, and anytime I decide one way or the other, I'm again left wondering if my choice was the correct one... oh well, here are the results.

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