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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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beremaran

In Linux

6 posts in this topic

Hi everybody. I am developing some web projects with PHP, and some desktop applications with C++ and Phython. I wanna make some 3D applications. I need to use pyhsics (as realistic) because I will use it in my pyhsics lessons. I will model some experiments of laws of Newton. I'll work on a Linux(Debian Squeeze). I used to work with 3D GameStudio(Acknex) in the past, but now I must use Linux for that.

What do you think about what I'm need and what I'm use to? And where can I start to making that project? Thanks in advice.
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I'm not all as familiar with linux as I used to be, so I might not be the best person to answer this. But you should probably go the OpenGL route. [url="http://www.opengl.org/wiki/Getting_started"]Here's[/url] their getting started guide, and there is also a [url="http://pyopengl.sourceforge.net/"]binding for python[/url] if you'd prefer to do that. I'm not aware of many game engines that run on Linux per se, but since you probably want to code your own physics it might be better to write it all from the ground up. That's a lot to learn though, so it might just be better to use [url="http://www.winehq.org/"]Wine[/url] and see if you can find something that would work with that.
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The Blender engine is rarely used for making games, suggesting that there are some issues (distributing your game to others is probably the biggest issue). I would suggest avoiding it.

I only ever need to develop in C and C++ on Linux, but Python is also a popular choice for some reason. So I recommend these languages along with OpenGL. Edited by Karsten_
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Might I suggest, if you're familiar with python, that you start with the pygame package -- you can use OpenGL, there are physics add-ins, and it's widely and well supported, particularly on Debian.

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Ogre3D is also a nice framework, removes weeks of work compared to pure OpenGL and runs nicely on Debian.

I hear lots of good things about pygame but haven't used it myself, might be worth a look.

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The Blender engine is rarely used for making games, suggesting that there are some issues (distributing your game to others is probably the biggest issue). I would suggest avoiding it.

 

Licensing issues aside, I'd imagine the biggest issue would be that Blender really wasn't meant for making entire games on it for starters, so it's going to be quite unoptimal if you try to push it.

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