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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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NickUdell

Deferred Shading and Many Large Procedural Textures

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Hi, I'm using SlimDX and Direct3D11. I'm coming up to a bit of a problem when it comes to rendering textures.

My game is a procedural galaxy, where the content is created before the game begins (as opposed to dynamically). This includes planetary surface textures (although they'll be really instantiated as a set of parameters to only be created and stored when the player is close to them - to save on hard-disk space and memory). The problem with the surface textures is that they have to be very large indeed (I aim to have stylistic cube planets, which means I need a 3x2 net of 2048x2048 textures with matching normals and specular maps (to deal with when the player is close to the planet). I've read a few articles on how to generate these textures, and I think I now have Perlin noise in my grasp, but I'm struggling to work out how I'm actually going to render these textures once I've created them.

I have a deferred rendering pipeline set up where I pass in my geometry, my textures, normals, specular maps and lights and calculate the various light maps, colour maps and position maps, which I combine later. I used to combine textures into a couple of texture maps, send them to the GPU and work from there, however with the sheer size of some of the textures involved that's not an option any more.

Has anybody had this problem before? If so, how did they get around it?

Thanks,

Nick.
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Ah I'm a bit of an idiot. I reckon I have it figured out now.

If I generate 10 or so base textures and blend between them using a blend map (and maybe a colour adjustment map for variation) I should be able to achieve sufficiently diverse worlds without breaking the bank on textures and normals.
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