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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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Liuqahs15

Are there any mods that ease you into 3D Programming?

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I'm mostly asking this question because I don't know how to phrase it well enough to get relevant google results. I'm very ignorant about modding, but I know that in the general case it's a lot easier than doing your own stuff from scratch. Are there any good games out there that are mod-able that would help a beginner practice some 3D programming (as in, collision detections, transforms, etc in 3D)? If someone has already asked this question and you can find it, then I'd be very thankful for the link, and I'm sorry for posting something that has been answered. If you don't completely understand my question, I'd be happy to rephrase it if you let me know.

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So you want to learn 3D Graphics programming? or 3D Gameplay programming?

 

You can learn graphics programming using D3D/OpenGL APIs or a graphics engine like Ogre3D. To write graphic effects you don't need collision detections, etc, and a beginner should learn how to use matrices to perform transforms, etc. If you want to include physics there are a lot of physics engines that will make the job easier (PhysX, Havok, etc)

 

To learn gameplay programming I would suggest an game engine like Unity or UDK, which will handle most of the rendering/physics so you can focus on the gameplay.

 

You have to decide how deep you want to go into graphics or gameplay programming:

1 - UDK - Write gameplay scripts, create materials/effects (using graphs without any programming).

2 - Unity - Write shaders but with limited access to the Graphics API, plus all of the above.

3 - Ogre3D - A lot more access to the Graphics API, but doesn't handle physics natively, etc.

4 - D3D/OpenGL - Access to "everything" but you also have to write every effect, scene manager, etc (everything the game will need you have to write).

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for collision and transforming 3d stuff i'd recommend linear algebra lessons ^.^

to get started don't use opengl or directx stuff, it's just frustrating, use (if you want to learn about 3d graphics) a rendering engine like ogre3d(c++) or jmonkeyengine(java)

pick something that supports a programming language you already mastered.

i don't recommend using udk or unity because in my opinion those engine abstract the whole "3d world" thingy to a pretty high level, which would result in learning how to use a particular game engine and not learning about 3d graphics

 

ogre and jmonkey abstract this also, but to an intermediate level, where you don't have to deal with opengl/directx and displaying single triangles in the beginning, you can start off learning how to use a scenegraph and stuff to display and transform objects in 3d space

 

well that's how a began graphics programming in school ^.^ now i study media informatics at technical university in vienna and learn about all the details behind the scenes, like programming opengl and mathematics

Edited by DDoS
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