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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.
  • 03/21/17 05:50 PM
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    Mozilla Proposes "Obsidian" Web Graphics API

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    khawk
    • Posted By khawk

    The Khronos Group recently setup a staging area for WebGL-Next proposals on Github, and this morning Mozilla submitted Obsidian as the first proposal. Obsidian is a low-level API intended to provide a maximum features set of the GPU to web applications. Similar to Vulkan, it's designed for WebAssembly, modern GPUs, and a multi-threaded environment.

    From the readme:


    • The need for a more efficient graphics API for the Web is clear. What is not clear is the look and design of such API. Previous mailing lists discussions were split into two groups: one that considered Metal as a good baseline for the new API, due to it simpler and higher level abstraction, which is easier to provide safely on the Web. Another group saw Vulkan as an ultimately portable API that just needs to be re-defined on the Web with some feature cuts.

      We built a prototype into Servo, providing a Metal-like API in WebIDL (for JavaScript), backed by Vulkan. It exposed the problems of communicating with the graphics backend via the process barrier, transcoding the commands between different APIs, and briefly touched the security aspect. We found this way to be reachable, but we also realized that this is an unique opportunity for the Web to get so much more.

      Providing render passes, for example, would open the door to efficient graphics on mobile. Having secondary command buffers can vastly increase the fidelity of the content being rendered. Even exposing the resource layout can make execution on AMD hardware (in particular) more predictable. And even if it imposes a bigger CPU overhead for sanitizing the commands, it gets faster when it reaches the GPU. Thus, we decided to focus on the capability of the API instead of the simplicity.

      Within the next-gen APIs, Vulkan is the most feature rich, and Metal is the simplest. The advanced shader syntax (e.g. pointer semantics) of Metal don't map well to other APIs. Thus, we started with Vulkan and SPIR-V, and for each feature (that it has over other APIs), we evaluated the cost of emulating it on the other APIs versus the benefit of exposing it.

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