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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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  1. Try PixelFormat32bppPARGB, premultiplied ARGB format.
  2. As a long time skateboarder (15 years), I approve this ollie! :D
  3. You are not limited to [0..2PI] range to pass to the sine function. It is a cyclic function, so whatever you pass to it, your output from it will be in the [-1...1] range, always.
  4. Generate the random points on the whole image range (0..WIDTH, 0..HEIGHT), because the first term under the square root is a simple distance calculation (current x,y coord to the Nth random point). That's why the "true" random points not work here => poor distribution of points (and rand generates new point position for every pixel, and every N step, this caused the noisy image).
  5. The output of the sine function is in the range [-1..1], so taking N times the sine (summing up) gives the result range [-N...N]. (In your example N is 100, so if the sine function returns 100 times -1, it adds up -100). After finishing the summation you divide the result by N, so you get the result [-1...1], but the color range is [0...1], that's why you need to rescale the value before write it as pixel. And if you look at the sine function: from 0 to PI the sine is positive, after PI it goes to negative (and came up positive again after 2PI). It is not all positive in the 0..2PI range, as you said.
  6. Krypt0n is right, these numbers should not be random, but some kind of distributed points on the image. For example, simple grid points. (take every Xth pixel on each axis) For the third "random", try a small fix value first (like 0.0005), then tweak it. And if i'am right (it is morning ), you should rescale your result after you divide by N. (sinf range is [-1...1], so the result can add up to [-100 ... 100], depending on the input parameter).
  7. I am not sure, but dont you have to normalize normalObject and tangentObject (vertex normal and tangent after the matrix multiplication)?
  8. There was a really well written article about this subject: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/perspective-projections-in-lh-and-rh-systems-r3598
  9. CreateDIBSection with BitBlt/StretchDIBits/SetDIBitsToDevice is the fastest method as i know. Here: [url="http://sol.gfxile.net/wintut/ch3.html"]http://sol.gfxile.net/wintut/ch3.html[/url] you can find a great tutorial for it.
  10. There is a video for this presentation: [url="http://www.youtube.com/watch?v=UAgWi6hQ0Mk"]http://www.youtube.com/watch?v=UAgWi6hQ0Mk[/url] (specular and smoothness explanation, around 5:20) [url="http://www.youtube.com/watch?v=20ZYkYiCdrg"]http://www.youtube.com/watch?v=20ZYkYiCdrg[/url] (sky visibility, from 6:00)
  11. For the list of OpenGL games, there is a wiki article about it: [url="http://en.wikipedia.org/wiki/List_of_OpenGL_programs"]List of OpenGL Games[/url]
  12. [quote name='CirdanValen' timestamp='1310670957' post='4835392'] I recall seeing a video where someone was able to do what you describe by basically culling out the interior of the building when the player is too far away to notice, and as they get closer it will make the windows transparent and allow the user to see within the building. I doubt I will be able to find it tho [/quote] "Interior mapping"?
  13. [quote name='PlasticineGuy' timestamp='1308050782' post='4823166'] Thanks, it worked. I figured something like this would happen because I've never tried my hand at texture mapping before. Simple error thankfully. Does the direction of the circle matter? [/quote] It does when backface culling is enabled (glEnable(GL_CULL_FACE), but by default it is disabled).