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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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Jason_Brandy

Making a Game: Which Card to Use?

6 posts in this topic

Hello Everyone.

 

I have settled on a game make and with that, also decided to upgrade my 2GB SC 660ti.  
I'm caught between an EVGA 780ti ACX Classified/Kingpin and the EVGA Titan Black SC (Signature).

Now, I know the Titan offers higher performance on FP64 situations, but when exactly will that be used (if at all)?
Mainly will UE4, 3ds Max, etc. use FP64 computing in any way?
As a game developer, will the Titan benefit me in any way over the 780ti?

So which card do you guys think would be the best to choose and why?

Fell free to ask for any additional information.

Thanks in Advance.

- Jason Brandy
 

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 Are you noticing any lack of performance in the programs that you mentioned? It may be hard to justify all the extra cash for the titan...

For this kind of thing, you may be better looking into a workstation card like a quadro, rather than a gtx card which is geared towards gaming.

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Typically you won't need FP64, so it may not be so important point. I wouldn't either put any extra bucks to get those workstation graphics cards, probably you won't be able to use them any better than a typical high end GPU. 780 Sounds pretty good. 

 

Cheers!

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There's even an argument to be made that you should use the lowest-end card you expect your game to run on it (I don't necessarily agree with said argument, but it's still there).

 

You should at least test on it.

 

If you're developing an OpenGL program you should at a minimum also be prepared to test on AMD and possibly even Intel.  Unfortunately the state of OpenGL drivers means that developing on NVIDIA means that you run a very high risk of introducing code that will only work on NVIDIA - whether that's down to NVIDIA's extra permissiveness, or driver bugs in the other two.

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Hey guys thanks for the responses.

 

In a self-evaluation standpoint I'd say I'm a intermediate developer.

With that said, I never really thought the 780ti would be the better option.

 

I'm trying to figure out who would even go for a Titan Black then...

Even proffessional wise, I'm assuming most are using Quadros, or regular Titans (?).

 

As coding on a second computer, I usually do my code work on my 7 year old computer or I just use my main one.

 

To wrap this up I ended up picking up a 780ti and 290x, so I can see AMD and NVIDIA in action.

 

Thanks for the help guys!

-Jason

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