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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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Next step in terrain rendering...

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Hello again guys!

There were some topics of mine about normals etc etc which I finally resolved. By reading some papers I came up to the point where my application is able to render 16x16 km terrain on my integrated gpu by using precomputed normalmap and few index buffers with different lods for one vertex buffer. Till now I was testing whole stuff on simple loop which draw chunks and fetches heights from heightfield, so I haven't implemented quadtree yet, though it's ready to go in and change whole code again (including complete change in rendering method).

In most cases I was reading philip strugar paper about cdlod, additionaly researching his code. Well, at some point I had no power to go through morphs (possibly there was no quadtree implemented), so I decided to use skirts and it fulfills my needs for now.
At the same time I've gathered some savage methods of texturing. For now I limit myself for 3 ground textures which is my next step in my journey through the complexity of terrain. I did consider making few rendering passes for more than 3-4 textures depending on chunk's needs or try to use textur[attachment=10797:screen.jpg]e-atlas.

But, for now I'd like to know how may I set tiling factor/whatever to see the ground detailed from far distance and from close view point, in meanwhile keeping the transition between those levels. Even in strugar's demos it was clearly obvious that he adds detail (it makes smoothy effect when close anyway), but he didn't use many textures. I did the same, but it looks horrible when you enlarge grass tiling and add detail:P
I can't mount overall color texture and use grass etc as detail textures but... yea but... maybe for few heightmaps it won't be horrible memory shock? Let's say the target is 64x64km map - would be enough I think. More, I think quadtree will blow performance down anyway... eh, to the point. I'm still interested in methods of texturing close/far viewpoints. The result I take now is visible on attached screenshot, it's tiling factor is set to approx 1 meter per quad, so from far distance looks like spilled jelly [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I want to see sharp mountains at distance and totally nice rocks from 3 meters, as in ideal terrain:P

What would you advise?[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


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