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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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noatom

In how much time you finish a DirectX book?

8 posts in this topic

Ok this is kinda offtopic,but I really wanted to know.It took me more than a month to finish "Introduction to 3d game programming with DirectX 10".And it had about 450 pages.
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well the other day I looked up toon shading in introduction to 3d game programming with DirectX 9.
I got this book 9 years ago. took me a while to remember which book had the toon shader in it but.
The point is keep your books for later use.
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It depends a lot on the book, and on your free-time. Last Year I got one book on the holiday, I read it in 1 day(it had 800 pages). And last month I read a book on regular days, and that took me forever to read(it was the Knuth V2).
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I usually make a quick read of the whole book in like 1-2 days, then again, but the second time trying to really understand everything so it takes like a week.
I do the quick read because it's easier to understand what is being explained by having an idea about what will happen after. Edited by TiagoCosta
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The more you know about the subject, the quicker it is to finish.

Sometimes you just want to get a different person's perspective, but you are already an expert on the subject.

Sometimes it's a new subject and you have to learn to think differently (the graphics pipeline comes to mind here).
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I think that it depend on how you are in programming and math and c++ in general because those are the fundementals for this book and sure they will accelerate your understanding of material not "Reading time" !!
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It depends on so many things, including the number of pages, what kind of book is that (for beginners, for experts), how fast can you read, how good you are in learning new stuff, how much do you already know about DirectX, etc etc etc etc.
And last but not least, it also depends on what do you mean by "finish a book". :-)
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I've never finished a text book... In fact - I've never even read one from start to finish. There's too much hand holding. I only ever use them for reference if I get stuck or want an intro to something completely new so while I have a whole bookshelf full of programming related books, the most I've probably ever read from any individual book is 3 or 4 chapters.
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