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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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Tocs1001

Helper classes for generating geometry?

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I wanted to explore procedurally generating geometry for various things like buildings, weapons, spaceships, trees, etc... And realized I was rather ill-equipt to do so. So I was wondering if anyone had created some programming tools, or written about the issues involved.

Each one of those things are have some structure that then gets turned into a collection of vertices and indices. I'm not concered with generating the structure yet. (For example the floor plan of a building, or the branch structure of a tree.) That is a whole other problem. But rather how you turn those structures into an actual mesh.

My other experiences with generating geometry (such as height field terrain, marching cubes, and minecraft like voxels) have shown me its rather "messy" working with vertices and indices. I was very prone to screw ups and I had lots to worry about. Such as when you create vertices you need to worry about normals and texture coordinates. And when you create faces you need to worry about order/back facing.

Are there useful algorithms/tools to do things like make sure my texture coordinates are contiguous over a surface. Combine duplicate vertices? Stitch meshes together? Would I be better trying to do these things as I added/created vertices? Or as a "post-process" over the mesh? Or am I just going to have to deal with the "messyness" of it all?

Bottom line: I'd like to make some sort of MeshBuilder class that would make it easier to express the vertice/indice side of things so I can focus more on the aforementioned "structure". But I'm not sure where to go with it other than a list of vertices and faces, has anyone created something like this before?
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