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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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Whoa - Out of the Shadows, literally...

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Whoa indeed - I can't believe it's been this long since my last Journal here... I seem to get no time to update anything beyond my own blog these days. Every single minute is spent 'dev-ing'...

Anyway - I thought I'd drop by and throw in my attempts at self-shadowing so far in Dominium. This is actually progress from two weeks ago, I'm having fun trying to capture the latest (and much better) results with FRAPS as I think I've managed to banjax it's interception of the frame buffer - ah well!

I've opted for the shadow-map approach, which I'm sure you're all familiar with - this is all relatively old-hat these days - but for anyone who's not... this viewer renders the ship from the point of view of the light source, and captures just the depth buffer information into a texture. It then makes that depth texture available to the 'proper in-game' shader when it renders the model, and works out whether each pixel in the final image is in shadow or not, by comparing the depth value against the one in the depth texture. If it's greater than the depth-texture, the pixel is lit, and vice versa.

Feel free to take a nose on Dominium's Youtube Channel

You get into a whole world of fun with z-fighting, and of course 'jaggies'... oddly, in this video it's using a 256x256 depth texture and the jaggies don't actually look too bad with a tiny bit of in-shader linear filtering.

Anyway, the current system is hitting a 2048x2048 depth texture (for testing) and using PCF as well. It looks great at a near-distance, but starts looking a little rough when closing in.

I've yet to get this in-game, the logic has been put in - but I'm not getting any depth texture output so I've clearly broken something somewhere... sigh. I just have to track it down!

Another update soon-ish-maybe-later smile.png

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Doh! Fixed the youtube URL that I went on to inadvertently break!


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