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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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wildboar

Nvidia island demo

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I really like the way the water and terrain is rendered in this demo:

[media]http://www.youtube.com/watch?v=xGhRmVUt_-g[/media]


They have the code for it released in the new SDK on their site.
Would it be a good idea to implement something very similar for an RPG game based on their code?
Or is that demo designed for pure demo purposes (not games)

I get around 150 fps with medium tessellation on 590gtx, but it seems this demo is without shadows or post processing.

My game wont be released for about 1-2 years, I really don't know how the hardware will be at that time.
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[quote name='wildboar' timestamp='1309895104' post='4831494']

My game wont be released for about 1-2 years, I really don't know how the hardware will be at that time.
[/quote]
Using D3D11, you are in the position to cover probably all hardware there will be used for gaming, in two years. Some will have of course just feature level that match D3D9, you have to support that, especially for an RPG (people won't buy a new highend machine to play it, they'll more likely have a laptop with some Intel HD2000 graphics). But that shouldn't be an issue, most games that come out and have water rendering, run nicely on D3D9 (crysis2 did not even have support for a higher API).

My advice is, add NVidia's water rendering, but make a d3d9 compatible version what looks "ok". Luckily there are older nvidia demos showing exactly that :)
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