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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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fraryskdesign

learning to render

4 posts in this topic

I have been wanting to learn graphics programming for a while now but don't really know where to start. My first time even seeing graphics code was in Skyrim ENB mods (hlsl) which I have played around with a bit now. Sadly you are only limited to changing a few postprocessing effects for the game like: depth of field, bloom, color corrections and tonemapping. Those are all available through .fx files, the real meat and potatoes of the program is hiding in a .dll file.

 

So far this site has helped me in learning c# but I would really like to start doing 3d rendering. Unfortunately, the research I have done suggests to me that c# isn't a good language for this. OpenGL and DirectX don't tie in to c# without third party libraries like OpenTK (OpenGL) and SharpDX (DirectX) which I don't think using would benefit me in the long run. Instead c++ (which was discouraged as a first language on this site) is used with both OpenGL and DirectX. Now that I have learned a bit of c#, I am considering learning c++ to learn OpenGL or DirectX but I don't really know where to start.

 

Maybe someone on this forum has some suggestions for what I should do. 

 

Should I stick to c# for a while longer before attempting c++? (I don't really know the difference yet, I haven't looked into c++ much)

 

Should I start some c++ tutorials?

 

Should I start some GLSL/HLSL tutorials?

 

Should I learn c++ and GLSL/HLSL at the same time?

 

 

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As to the DirectX vs OpenGL question, I think you'll also get varying answers to which should be preferred. I don't want to wade into to that too much other than to say to take time to consider for yourself the pros and cons of each. Typically, the most pressing issue is which platforms you want to develop for. If it's Windows only, DirectX may be your preferred option. Though, if you're considering developing for mac/linux as well opengl is considerably more cross-platform friendly. 

 

As to the legacy code, it's a valid point. Though, personally I don't find it too troublesome (though occasionally it is a minor issue) . C++ is similar in maintaining deprecated functions. As long as you're using up to date resources it shouldn't be too much of an issue. Though, I certainly see how it could be a concern.

 

Perhaps look into the pros and cons of each and see which will suit your needs better. This is one of those issues that I think the game development community has divisive opinions on and you'll get ten different answers if you ask ten different people. So, again, perhaps just do a bit of research and see what fits your needs :)

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Unfortunately, the research I have done suggests to me that c# isn't a good language for this. OpenGL and DirectX don't tie in to c# without third party libraries like OpenTK (OpenGL) and SharpDX (DirectX) which I don't think using would benefit me in the long run.
Have you looked at the differences between OpenTK/SharpDX and OpenGL/D3D? They're bindings, they're supposed to look like the API they're binding to. The calls are the same. The rendering techniques will be the same. I don't see this as a valid concern at all.
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