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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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Ysaneya

The ultimate collection of links related to space

22 posts in this topic

Hey, nice list!

Do you know where can I find free decent planet textures of at least the 9 planets of our solar system?
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I updated the first section with 3 more links about planets textures..

Y.
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Celestia

Celestia is a free real-time space simulation that lets you experience our universe in three dimensions. Unlike most planetarium software, Celestia doesn't confine you to the surface of the Earth. You can travel throughout the solar system, to any of over 100,000 stars, or even beyond the galaxy. All travel in Celestia is seamless; the exponential zoom feature lets you explore space across a huge range of scales, from galaxy clusters down to spacecraft only a few meters across. A 'point-and-goto' interface makes it simple to navigate through the universe to the object you want to visit.
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I dont have any links right now, but I like this idea for a thread, and I'd just like to suggest that if you're planning to update the original post with the additional links that you somehow mark the latest additions to save people reading through the whole list to find the new links.
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One link: Astronomy Picture Of The Day. I've amassed such a large number of great images just from this page over the last 5 years that I'll never need other art sources :)

(Note: images credited to NASA are OK to use in commercial games as is, but most others aren't.. so check the credits)
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The listing for:

"A list of space-based games.. commercial or not:"

Is a link to "Space and Technology Generators" at this present time.

Joystick Required has a list of Joystick-enabled Space sims that you could use, though. I don't know where such a list is "findable", though I've thought about making one before.

Is that a typo, or did the link change?

Anyway, I've thought about making this a "project", and this may give me the excuse.
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Don't know what made you go through the trouble of posting all these links, but thank you very very much.
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First link in the planets category is broken (HTML syntax error, it seems. But I still can't connect to the site manually, either)
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Quote:
Original post by Flarelocke
First link in the planets category is broken (HTML syntax error, it seems. But I still can't connect to the site manually, either)


Fixed
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something concerning Star Trek...

one thing I never understood about Star Trek is the 'USS' in front of every ship's name.
so.... what does it stand for ? United States Ship maybe? yeeeessssss, of course. Why not painting an US Flag on every ship?

Why not 'FS' or just 'SS'?

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Quote:
Original post by Ajare
These Flaming Pear photoshop plugins are must-haves:

LunarCell - Generates amazing planet maps.

Glitterato - Does pretty decent starry backgrounds.


Awesome link. I just finished coding up my planet shaders & D3D code. Perfect timing for this link! I've been looking for a good source for color maps for other planets.

Another link that I've been using for imagemaps of all the planets in our solar system is here.

http://gw.marketingden.com/planets/planets.html

The nice part is that he's broken down most planets into color map, specular map, bump map, and planetary rings (if present).

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For information on designing realistic rockets / space ships:
[url="http://www.projectrho.com/rocket/"]http://www.projectrho.com/rocket/[/url]

A bunch of realistic designs, information about engines, life support, even weapons and sidearms.
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I think SpaceEngine belongs in the "3D engines and software":

 

SpaceEngine - http://en.spaceengine.org/

Very well done IMO. Unfortunately it's Windows-only, and requires a very powerful CPU and GPU. You can explore the entire known universe it seems, complete with billions of galaxies, stars, planets, etc. with a combination of real and procedurally generated data.

 

Also, I'd like to plug my own project here (if that's okay) in case anyone finds it useful: It's not an astronomically correct simulation, but it's a 100% open-source 3D universe engine in WebGL/HTML5. It supports trillions of stars and procedurally generated (concurrent, so everything is seamless) planets. IT does not support: atmospheric scattering, galaxy visualization, nebulae, ground level detail like cities/forests -- however all of these are major goals I want to accomplish with Kosmos 2.0 (my next spare time project).

 

Kosmos - A 3D universe in your browser - https://github.com/judnich/Kosmos

A live demo is also hosted in Mozilla DemoStudio: https://developer.mozilla.org/en-US/demos/detail/kosmos

 

I post this here in case any of the code from Kosmos is helpful to others working on space-related 3D engines, as I solved a lot of misc. problems during its development that are common to large space game environments (128 bit coordinate systems, layered rendering due to zbuffer precision issues, planet terrain LOD, etc.) Kosmos doesn't have super high resolution planets though because it's targeted at laptops (not extremely powerful GPUs), but I'm working on a more efficient engine in C/C++/OpenGL in my spare time that hopefully should allow cities, forests, etc. for ground level detail. (I found WebGL/JavaScript to be too performance limiting, though still impressive how far browsers have progressed so far.)

Edited by John Judnich
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Hey, just so you know, I've hit at least two links that are not working.

Should definitely remove or replace them :)

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