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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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Nawy

About OpenCL, CUDA and shaders

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Not a long time ago I read article about OpenCL. The article said, OpenCL is different from CUDA in independent of the hardware ability. OpenCL is independent of the hardware side, and CUDA is depends of the hardware? Hah, It's crazy thought. No of course! Am I right? And I believe that OpenCL/CUDA use for a NO graphical compute, but  shaders use for a graphical compute. Am I right? Please, will advice. What use CUDA/OpenCL? What are their differences?

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AFAIK, CUDA was something cooked up by NVIDIA specifically to do GPU programming for their hardware. OpenCL is Khronos Group's implementation of a hardware independent GPU programming library, so that you can write it once and port it to all graphics cards (in theory), kinda like OpenGL does for graphics. 

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AFAIK, CUDA was something cooked up by NVIDIA specifically to do GPU programming for their hardware. OpenCL is Khronos Group's implementation of a hardware independent GPU programming library, so that you can write it once and port it to all graphics cards (in theory), kinda like OpenGL does for graphics. 

 

Correction: OpenCL is a specification, and vendors design hardware and implement their drivers to conform to the specification. CUDA is not the same, since it is available from only one vendor it is just a GPGPU API very similar to OpenCL. In fact, the NVIDIA driver used to implement OpenCL by translating it to CUDA behind the scenes, though nowadays they have just stopped supporting later versions of OpenCL iirc. It makes better use of NVIDIA hardware by virtue of being designed specifically for it.

 

OpenCL and CUDA can both do graphics-related tasks, they both have a concept of textures and can use the sampling units, and can interoperate (to some extent) with OpenGL and DirectX resources. Whether it is worth using them in your application is up to you to decide. Note some graphics API's already provide their own tightly-coupled "compute languages", e.g. DirectX's compute shaders with HLSL which are easier to manage if you are already using DirectX to start off with. But people have written raytracers in CUDA and OpenCL, so it's completely possible.

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