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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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So, welcome to this journal.
My idea is to blog progress about the new incarnation of my own 3d engine.
I'm developing 3d engines since 2000 or so, not for living, not for hobby.
Well, it all started as an hobby project, but in the last 10 years I managed to "employ" my own engine in at least one or two real (read: paid) applications every year, so it's not a real hobbistic engine, but not even a rock-solid-state-of-the-art piece of code.

Back in 2000, it wasn't even a real engine...how could I define it...well....just a mess.
It's not easy to develop an engine, even if you do program as a job. Engines are complicated things, and experience is the only way you have to improve your design and you code skills.

So I'm (still) doing this for learning, and just for the plain fun of doing. Yes, I'm the one who write an engine, fill it with features, ship it for an applications or two and then, discard everything and restart from zero just because I don't like (anymore) the way the engine is organized, or the way it works.

The last engine was named GOS2013, even if I started coding it in late 2012. It should have been the final engine... obviously I'm now working on GOS2014, and just patching GOS2013 whenever someone reports a bug.
GOS 2013 was the first one with multithreading and cross platform support. I made some mistakes with it, and now I'm willing to take only what went good and restarting from there.

So, in the next days I will start reporting something about the way I'm structuring the new engine, and we'll see what GOS2014 will become.

Just before leaving, here are 2 screenshots of GOS2013 in action (model editor, and scene editor).



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No, every buildings, every tree is a separated model that someone create with blender/may/max/whatever.

Then you'll have to import that model into the ModelEditor (ATMit can import from ms3d, obj, x) and save it as a gosmodel.

Finally, you have to use the SceneEditor to add any gosmodel to the scene.

If you look at the 2nd screenshot, you can see the right window has a list of models already imported in the scene (organized in user created categories). Click on any model and drag it to the scene; you can place any amount of trees/building/whatever in the scene.


Visibility for the scene is computed by using a quadtree and additional optional occluders that you can place anywhere you want using the SceneEditor.


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