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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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superwave

Inquiry about the libraries and forum about Computer Graphics

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I have studied the course Computer Graphics and used OpenGL & Qt for my course project. This semester, the course Virtual Reality require us to use OpenSceneGraph.

There are some great works done by some researchers:

A Statistical Similarity Measure for Aggregate Crowd Dynamics

Large-scale Fluid Simulation Using Velocity-vorticity Domain Decomposition

Continuous Penalty Forces

And the fantastic works from Siggraph

I was just wondering how did they do these kind of work? What main tools or libraries did they use? Did most of the work based on OpenSceneGraph or VTK?

Recently, I also found out it might be a good choice to implement a system by writing plugins for Autodesk Maya; For example: Free-Form Sketching of Self-Occluding Objects(Paper)

Moreover, do you know some largest forum for computer graphics? I only know CGTalk, however, this site is for artist I think.

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Research code is usually written from scratch (possibly adapting or recycling existing research code) or based on very low level libraries like OpenMP; even if they are impressive, visualizations are usually an unimportant appendix. For example, consider crowd dynamics simulations: if you have frame by frame positions of every agent, rendering animated scenes and still frames is trivial.

 

Plugins for software are an application of research: you can write a plugin if you want to sell or share an useful tool, but most kinds of research can be demonstrated more usefully (not everybody owns, say, Maya...) and more easily with less than production-quality standalone cheap demos.

 

"Forums for computer graphics" are as vague a concept as "computer graphics". 
I usually discover forums and blogs through search engine results for exotic and narrow queries: the places where interesting subjects are discussed are likely to be an interesting read because they are communities of people who care about those subjects.

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Research code is usually written from scratch (possibly adapting or recycling existing research code) or based on very low level libraries like OpenMP; even if they are impressive, visualizations are usually an unimportant appendix. For example, consider crowd dynamics simulations: if you have frame by frame positions of every agent, rendering animated scenes and still frames is trivial.

 

Plugins for software are an application of research: you can write a plugin if you want to sell or share an useful tool, but most kinds of research can be demonstrated more usefully (not everybody owns, say, Maya...) and more easily with less than production-quality standalone cheap demos.

 

"Forums for computer graphics" are as vague a concept as "computer graphics". 
I usually discover forums and blogs through search engine results for exotic and narrow queries: the places where interesting subjects are discussed are likely to be an interesting read because they are communities of people who care about those subjects.

 

Thank you so much for your detailed instruction! I have learnt a lot from this.

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