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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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An old-school vector graphics / neon mesh appearance effect

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AvengerDr

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I mentioned I am developing a turn-based space fleet combat kind of game. Think about Battlestar Galactica meets X-Com. I am explicitly referring to Battlestar Galactica and in particular to the Dradis. I always wanted a game where you are the fleet commander or admiral and your only way to relate to the battlefield is not through some ethereal camera floating in space but through some abstract graphical representation.

To recreate that look & feel my inspiration comes from the combat briefings of various sci-fi games and films. Does anyone remember Wing Commander's briefings? That's how I would like the game to be.

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It seems in the future, GPUs will suffer a rapid decline. See for yourself:

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Star Wars



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Star Trek



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The Dradis in BattleStar Galactica



So who am I to argue with all these warning signs? Admittedly, BSG is excused as the low-tech approach in the show was somewhat of a forced choice. Anyway, I am in the process of creating a short teaser video for the game I am working on. I needed an appearance effect and I thought that showing the mesh face by face would be a nice example. These future GPUs need time to load meshes anyway! biggrin.png
I received some excellent advice in the forums. As a first attempt I implemented an algorithm that randomizes the order of the indices associated to the mesh. The ratio of primitives displayed is then animated from 0 to 1 over the course of 4 seconds. In order to avoid displaying the triangle edges, I am using an adaptation of a solid wireframe shader. Indices are then reshuffled in groups of six (two triangles, one quad). Clearly this approach works when you know that indices are generated in that fashion. It works well with solid primitives.

It might be problematic if the triangles that form the base "polygon" are not consecutive. For example, in the below video I am reshuffling indices quad by quad. If the algorithm acted on triangles, then "L" shaped lines would appear (because one of their edges is hidden by the shader).



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There's also a bloom post-processing effect applied (which seems to produce "blocky" results, I'll have to tweak it). Also there's a scanline effect because no retro-style graphics would be complete without scanlines. So yeah, the impending GPU decline will also inevitably affect monitor manufacturers. Such is the way of the future biggrin.png

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