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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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magicstix

Projected grid water using a sphere instead of a plane?

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Does anyone know of any papers/blogs/whatever out there that discuss doing the projected-grid water approach with a sphere instead of a plane?

I'm using lat/long/altitude coordinates projected onto an ellipsoid for my terrain, and I have concerns that at high altitudes, the water horizon won't bend with the terrain horizon.

I assume this would involve line-sphere intersection tests instead of the line-plane tests in the projected-grid approach, but I don't really have any idea how to go about creating the screen-space grid so that it properly follows the curvature of the horizon...
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Basically why you need paper, projected grid approaches are really simple thing. Just generate rays from your camera, test them against plane, sphere, ... and compute vertex locations for your grid*. For avoiding seams at screen edges, you basically use (for ray generation) camera with a little more fov, that your actual camera.

And because vertices you get are a grid, computing indices for drawing is very simple (same as indices for rendering quad-based uniform grid). Texture coordinates (this also counts for normals and tangent vectors) can be computed from vertex position (because you know it's a simple plane or sphere).

Then you just need some awesome FFT for displacement, good vertex & fragment shaders (maybe even tessellation one) and some render perfect water. [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img]

*Note for sphere you get 2 solutions, if you are above water surface, pick the closer one, if you're under water surface, pick the further one (basically it will be non-negative one).
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