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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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Andre Rogers

Handling time in a physics engine?

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When building a physics engine, how do we handle simulation time, how can it be controlled from system to system (different hardware), how is it maintained? Can you also explain to me the most efficient way to handle frame data, for backtracking and so on. 

 

Thanks in advance.

 

Cheers!!

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You often use a fix simulation step timeframe (eg 20 ms). A longer frame time would result in more simulation steps in a single frame, and really fast FPS would result in skipping the simulation for some frames.

 

PS: writing your own physics engine is really hard and frustrating, I would suggest to think about using an existing physics engine. There are many engines around like the free bullet physics engine

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When building a physics engine, how do we handle simulation time, how can it be controlled from system to system (different hardware), how is it maintained? Can you also explain to me the most efficient way to handle frame data, for backtracking and so on. 

 

Thanks in advance.

 

Cheers!!

These two articles do a good job of introducing the topic:

- Fix Your Timestep! by Glenn Fiedler

- deWiTTERS Game Loop by Koen Witters

 

There is not a "most efficient way", it depends on a number of factors. You have to find out on your own the way that suits your scenario best.

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Kudos on building your own, it is rewarding and empowering for a programmer. You're in for a wild ride though, so I'd recommend reading Game Physics Engine Development by Ian Millington (http://www.amazon.com/gp/aw/d/0123819768/ref=mp_s_a_1_1?qid=1396511885&sr=8-1&pi=SY200_QL40)

It's really good, has great examples and aimed toward first time physics engine developers. It's missing a bit on rigid body contact resolution in terms of code samples, but all the theory is there.

Best of luck! I'm just finishing my custom physics engine and can honestly say it was worth it, for me at least.
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