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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.
Desert sands

Other images in Caveman

Desert sands

Norman Barrows
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Sand terrain. 4 tiled seamless texture maps, and practically no moirre' patterns!


distance scale in the game is 1 foot = 1 d3d unit.


terrain is drawn in 300x300 chunks. a chunk is a list of all the terrain textures in a 300x300 area, and for each texture, a list of all the meshes that use it. all textures are 256x256, and a matra of one texture per mesh is used. chunks are genrated on the fly as needed. 10-20 (can't recall offhand) chunks are cached in memory with LRU replacement.


the ground mesh is actually 4 meshes, one for each ground texture tile. a world map determines the heighmap function and texture set used. a "pattern map" determines the texture ID of a given quad. a 10x10 ground quad is heightmapped, moved to its location in the chunk, and added to the static VB and static IB for that ground texture's mesh. once all 4 meshes are generated, their textues and meshes are added to the chunk.


when a chunk is drawn, the game simply cycles through the list of textures, setting each one, then drawing all its meshes, then moving on to the next texture. each mesh get a frustum cull, then gets sent off to directx for drawing. at this time, no sorting on mesh ID or nearest to farthest is done.


this method is required to allow a large (2500x2500) mile seamless world that can change at any time by random events in the simulation or by player actions.


this is all done with just textures and one light in fixed function. no shaders, no multi-texturing, no tex blending, nothing fancy (yet! <g>).


© CAVEMAN (C) 2000-2013 Rockland Software Productions

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