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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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superman3275

Thinking About Switching to OpenGL?

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I have spent a few months with SFML, and I now understand the library very well. I have wanted to learn OpenGL for some time now, so that I can further my knowledge of programming and understand what libraries are doing. Do you believe OpenGL would be a good learning experience? I would still use SFML, however I would also learn OpenGL as a side project.

 

I believe it'd be a great experience to write my own, smaller, graphics library with OpenGL after I've made a few games using the tool. It'd be fun, and I'd really understand the tool I was using. If I manage to create a library that is functional and useful, I might let other people use it, following in SFML's tracks.

 

What do you think? Would it be a good learning experience, or should I stick with SFML. And how long do you think it would take me (In years) to develop a nice, useful library for graphics?

 

Thank you for all responses (Even if there are none :)). Cheers :)!

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Sure, learning a lower-level graphics API like OpenGL can be quite worthwhile. If you're interested, go for it. You can learn a lot, and that knowledge can be very useful. It's impossible to say how much of that knowledge you'll use; some people do more graphics programming than others, but the great thing about programming is that there's so much to explore, and it's all at your fingertips. Might as well experiment with it; who knows, it might lead you on a very enjoyable path (and if it doesn't, well, at least you learned what you don't want to do more of).

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Just be prepared that it may take a lot of effort. OpenGL is low level, with lots of global states. If your are used to OO design, with flexible and how to design independent modules, you may be in for a unpleasant experience.

 

Also, you should now about Legacy OpenGL, and how to avoid it. Just to avoid getting a false start. I find Learning Modern 3D Graphics Programming an excellent tutorial. You can quickly skip what you already know, and concentrate on the essentials.

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