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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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Batching Shapes Together

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I'd like to write a batching class to hold the vertices for all my shapes. I want to support lines, squares, circles, polygons up to 8 vertices, etc. I'd prefer to draw them a single draw call as well. The way it'd work is I'd have methods in my ShapeBatch class such as AddLine(), AddBox(), AddCircle(), etc. They'd take parameters to setup the shapes, and return a pointer handle so the programmer has access to it. Internally, the shapes' definitions are all stored in an STL vector, and I'd like all of the shapes' vertices to be stored in a single STL vector which will act as a vertex array. Now, of course, how would I go about manipulating the vertices when I need to? I guess each shape can store the index to the first vertex in the array, but then removing shapes from the list would require me to iterate through the entire list from the point where the shape was remove all the way to the end to decrement the starting index offset.


Also, what if some of my shapes were solid and others were just outlines? This would be very helpful in writing debug geometry. I could just have two STL vectors of vertices: one for drawing with GL_LINES, and another for GL_TRIANGLES. Then, of course, the solid-drawn one would require an index buffer as well so that shapes can be drawn all at once, but not connected...


I also face a similar situation with my sprite library. I usually store sprites as 4-point quads, but then my 9-sliced quads will be made up of 16 vertices a piece. Should I have separate vectors for quads and 9-sliced objects? It'd be much easier to code, but then I have more vectors to manage per sprite library...


What are you takes on doing this?


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