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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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clb

Bin packing, texture atlasing, glyph caching, how do you do it?

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The paper looks good, and quite comprehensive. Nice job! :)
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Thanks! Assembling the stuff together did take some time. Unfortunately I had to draw the line somewhere, and didn't include some of the more interesting ones of recently published methods (least wasted fit, caving degree, corner-occupying action). If someone's got extra free time on their hands, there's a good topic to go for. :P
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Sorry to bring up an old thread, but since my website went down, the links referred to above no longer work. Someone was looking for the code and PDF files, so I'm attaching them here instead:

[attachment=5209:RectangleBinPack_backup.zip]
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I have invented my own algorithm for rectangle packing (though I'm quite sure someone else came up with the idea before). I wanted for it to be fast during runtime so I could use it to cache font characters and other small bitmaps on the fly.

All it does is try to place any new rectangle as high in the bin as possible. To quickly locate the position that allows this, my algorithm tracks the silhouette of the upper end of the bin (as a sorted list of "runs" or "slices", telling where on the X axis the run begins and how high it is on the Y axis). When a rectangle is inserted, it will attempt to put the rectangle at the start of each run with its left edge and then with its right edge. The placement that allowed for the highest placement is selected and the list of runs will be updated accordingly.

The algorithm averages on O(1) because once a full row of rectangles has been built, the search time for new rectangles tends to stay constant. Worst case performance could be O(n) but is very unlikely.

It's Open Sourced, so here are the docs: [url="https://devel.nuclex.org/framework/wiki/RectanglePacking"]Rectangle Packing[/url] and here's the source: [url="https://devel.nuclex.org/framework/browser/game/Nuclex.Game/trunk/Source/Packing/CygonRectanglePacker.cs"]CygonRectanglePacker.cs[/url], [url="https://devel.nuclex.org/framework/browser/game/Nuclex.Game/trunk/Source/Packing/CygonRectanglePacker.Test.cs"]CygonRectanglePacker.Test.cs[/url] (unit tests)
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The algorithm you describe sounds like the SkyLine algorithm I studied for the review. (though, I did not maintain a sorted order if I remember correctly)
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