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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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Seabolt

Omni-directional Shadow Mapping

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Hey guys, I'm looking for some theory help. I've been working on an omni-directional shadow mapping solution for a little while now, and I've got something working that looks passable; in very specific circumstances. This worries me, it's not very flexible, and I don't know why :( I think this is because I have a half knowledge of the actual process, so I'm hoping to get some help filling in the gaps from you guys.

What I understand so far:
Shadow Mapping works by generating a map of depth values for occluders in a scene from a light's perspective. Then when rendering the scene I sample the depth of the pixel in a space relative to the light and if that depth is greater than the depth in the map, the pixel is in shadow.

I'm using a cube map approach to shadow mapping, so I've generated six cameras with 90 degree FOVs pointing in each direction.
(For the sake of not removing my current code, I'd like to get Cubic Shadow Mapping to work, even though there are a hundred different ways to implement shadow mapping)

I'm not doing a post-perspective depth map, I'm just taking the distance from the pixel to the light and dividing it by the light's attenuation. Not the most optimized, but the easiest to wrap my head around.

Currently I have two issues:

1.) Peter-panning. The shadows don't fit up to the object that is doing the occluding. I've read that this problem stems from near / far values, but the solutions don't really make sense. So if someone could explain the problem like I was five, I'd really appreciate it.

2.) Map Size: I can get a somewhat realistic shadow when I use a shadow map size of 512x512, a near of 50, a far of 3000, and a light attenuation of 3000. But if I keep the same near and far and attenuation, but up my shadow map to 1024x1024, everything is in shadow.

If you guys could help me figure this out, I'd be much obliged, thank you!
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