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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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mrheisenberg

Where did the more experienced members get their advanced knowledge in rendering?

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Ok so there was a thread around here that mentioned a lot of the members here were mostly self-taught.I wanna ask-can you share some sources for learning the math or whatnot to become proficient in more advanced techniques like most real-time global illumination techniques that require a knowledge in working with spherical harmonics and reflective shadow maps.Any specific books that you might suggest?I mean I can mostly understand the logic behind academic papers when I read them,but implementing them seems impossible,when I'm not proficient in the math they require.

Edited by mrheisenberg
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The hobbyist's biggest and best resource is the miscellaneous articles and papers available on the internet. As far as math, there are literally thousands of websites based on it, one of my favorite's being Wolfram's MathWorld. Computer programming has endless books and papers on the internet. But, if you want to buy a book (which you might not even need to) ask around before you buy it, the market has been flooded with garbage books.

Edited by MrJoshL
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Although I acquired a lot of my maths and physics knowledge through conventional education (I studied Physics at University), I learned to program on my own very early and was implementing rendering techniques well before I studied the relevant math. My advice would be that practice makes perfect, both in math and programming. I'm strongly in favor of getting as good an education as you can, but meanwhile there's a lot to be gained in just programming stuff. Start out small and progress from there, and try to do things which you understand rather than simply copy code and algorithms you don't. 

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I agree with MrJoshL. I know this won't answer all your global illumination questions,
but good sites with explanations and discussion on implementation are worth gold.
Look at Hugo Elias' pages on CG, for instance;
http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm

He's great at describing and supplying visual references, too.
We should have a resource links sharing section here at gd.net...
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I agree with MrJoshL. I know this won't answer all your global illumination questions,
but good sites with explanations and discussion on implementation are worth gold.
Look at Hugo Elias' pages on CG, for instance;
http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm

He's great at describing and supplying visual references, too.
We should have a resource links sharing section here at gd.net...

thanks,Nvidia also has fully working global illumination system with source code provided: https://developer.nvidia.com/nvidia-graphics-sdk-11-direct3d,but without knowing the full math behind it,working with it is hard

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