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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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Developing a "customized" 3D asset format involves developing a "customized" engine?

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I am currently using the .X format, and if I want to be proprietary, so to speak, do I have to develop a complete new face of engine, As you know, you don't have things like D3DXLoadHierarchyMeshFromX then m_pAnimCtrl->AdvanceTime()

This requires a bit of expertise. Of course I do, but it does take some time to complete.



Edited by lucky6969b

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A few years ago I had a problem where none of the exports for Blender were exporting meshes I could load, they all seemed to have little bugs (syntax issues and the like). In the end I decided to write my own mesh format and exporter for Blender. It ended up taking a few months but I was able to export a model and an animation for it and render this in a game. One of the pros are that you will know exactly what data is in the file and where it's come. But there are several cons, you will have to write an exporter which probably involves wading through sketchy documentation. You will also need to implement some new code that will be able to load the file, process it into a vertex and index buffer (just for a mesh) and then if you also need animations you will need to be able to process those into some data structure then write the code to manipulate the mesh so that it animates during run-time, something which is commonly done on the GPU which involves transferring lots of transformation matrices to the graphics card and manipulating the mesh data on a per vertex basis.


One of the important things to note that in order to do this you need to have a VERY solid understanding of what kind of data is actually in a mesh (ie. positions, normals, bone weights, uv coordinates, and indices) and how that data is used to build your mesh on the graphics card.


Overall it is a long process to implement but very rewarding, however if you can get away with using an existing system with no problems I would highly recommend saving yourself the large headache laugh.png 




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