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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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Quaternions and not much else

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Well, it was a slow week. Actually a frantic one, without a lot of free time to work with. Coupled with a camping trip to the beautiful Jasper National Park, I didn't get much of anything accomplished. Which is fine, because I think Gaiiden is missing this journal on purpose (blink.png)

I worked a bit on getting skinned animations up and running, and since I only got part way before the crash of '14, it is still quite a new topic for me. So far it's just a quaint viewer, but I have the bone orientations showing up from my DIY skeleton/animation format. Before I was able to get to the hierarchy in motion, I had to beef up my math library a bit, adding missing functions for quat->matrix conversions and viceversa, which went alright.

Next up was Euler, or should I say, Tait-Bryan angles. I had never heard the second term used before, but after some browsing through wikipedia, and trying to find out where the code I was working from went astray, I was set straight. For the curious, and uninformed like me, Tait-Bryan angles are the traditional yaw,pitch,and roll rotations typically referred to as Euler angles. According to wiki, Euler angles actually rotate around the same axis twice, once as a first rotation, and again as the third. Coupled with the difference between intrinsic(relative to the local space) and extrinsic(relative to a fixed system) there are a lot of options with which one be confused between. Such was my dilemma, as the neat code snippet I had found was not working with Tait-Byran angles at all, which I now understood, but was using x-z-x intrinsic Euler angles. So after some fussing around with +/- operators and straining my eyes at all the possible permutations of c s y p r, I finally had the one I was looking for. And now I have all the needed functionality to move one.

Looking ahead, I will likely continue on the path of animation in the next week, or perhaps finally get dirty with some sse/sse2 optimizations, which would be another first. Then again, seeing all that beautiful scenery got me thinking about terrain again, so there's that too.. lots to do so, until next time.

[EDIT] : I gave Gaiiden a hard time, but some of the blame rests on me. I guess it would help if I PUBLISH the journal, rather than just save as a draft. WHOOPs!

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