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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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About Impossible

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  1. Great book, as far as I'm concerned this is THE book on realtime collision detection. The author has posted on Gamedev.net, I'm not sure how active he is though.
  2. I think its a pretty good idea. Technically D3D is cross platform (Windows, XBox, Dreamcast, perhaps PPC), It just happens to run only on Microsoft platforms :).
  3. Quote:Original post by zed_padawan What do games like Halo use? Is it using raycasting? Hehe, raycast Halo would be awesome. Raycasting refers to the technique used to render games like Wolfenstein 3D, it hasn't been used in a commercial game for years. Halo uses a Quake style BSP (like Johnny Watson is talking about) for collision detection and portals for visibility, which is pretty common among FPS engines (Unreal, Doom 3, etc.)
  4. I think some established genres are better for discussion than more whacky ideas. Occasionally you do see innovative ideas here, but people dont get into deep conversations or long threads about them because they can't really nitpick the details. For example, if I posted on the forums: - "I have an idea about a game where you roll a ball around and it picks up objects around you. It starts out small and ends up growing to hundreds of meters in size." (Katamari Damacy) or - "What do you think of a 2D platformer where you control a living ball of tar?" (Gish) People may say "that's a funny idea" or "sounds good you should make it" but they wouldn't really go in depth, maybe give some enemy or powerup suggestions. Now if you had a working demo (or even good looking screenshots\videos) of one of these whacky ideas, and it was actually relatively fun, then people would get excited about it, but working demos are rare here. There also seems to be a focus on improving realism and simulation on the GD.Net game design forums, and a lot of it seems to be people coming onto the boards when they just finished playing WoW or GTA or Halo 2 or something and feel like they can improve the genre. Although there's nothing wrong with either of those things.
  5. Counter-Strike and Quake derived games use BSP for collision detection. Quake style BSP is nice because it gives you a well defined inside and outside of the world, and you can do ray-BSP checks very quickly. Quake 3 style collision detection. However, the trend today is to just do checks against polygon soup (a bunch of "random" triangles.) LSS (line swept sphere) vs. triangle checks are pretty popular for this. There is source code for this around... Some on Flipcode, for example. Of course, there are physics engines (ODE, Tokamak, Novodex)and collision engines (Opcode) that will do all of this for you, so you may want to check those out. The 3D Math for game programmer's book, and Realtime collision detection, cover these things very comprehensively. Also, check out the Math and physics section, there is a lot of very good stuff on collision detection there. Just googling "collision detection" or "game collision detection" will give you tons of places to start with. Important things to know if you're building your own collision system are spatial partitioning structures (BSP, quadtree, octree, kd-tree, etc.), intersection tests and methods (ray tracing, minkowski difference, SAT), and a little (or a lot of) physics for collision response.
  6. Home of the Underdogs.
  7. The "Japanese fellow with 3 or 4 freeware games" written in D is Kenta Cho, great games. ABA Games is his site, all games have D sourcecode available. They're very abstract, and not exactly pushing the CPU or GPU to the max, but I would say its proof that you can make great games in D.
  8. The Doom 3 SDK code is actually really, really nice and readable OO code, easier to follow than the HL2 SDK code imho. The rendering backend could look pretty much like Quake, but there are other large parts of the backend (like the Sound engine) that Carmack didn't work on. Q3A maybe a little more easy to follow than Quake and Quake 2, isn't it an entirely new codebase (new from Q1\2)?
  9. You may want to check out Ragdoll Kung Fu as well. It looks very interesting. Mainstream commercial games that look like they're using physics in an interesting way are Half-Life 2 and Psi-Ops.
  10. OpenGL

    Quote:Original post by Anonymous Poster Quote:Original post by Impossible I suggest you check out how racer, an opensource racing game, handles tracks, especially the stuff on splines. No it isn't. Racer is closed source. For a period he allowed people to restrictively use the source to compile it, but now you can only get racer binaries - 0.5 was the last version where there was any form of access to the source code. And the sourcecode to 0.5 isn't relevant? Looks like you can still get it from the site.
  11. OpenGL

    Hehe, sorry I couldn't resist. Quake 3 BSP is probably not the best format for a racing game. You actually could just load up tracks\terrain from a 3DS file. Along with some decent spacial partitioning and culling, and some good collision detection that would work out fine. I suggest you check out how racer, an opensource racing game, handles tracks, especially the stuff on splines.
  12. OpenGL

    Small racing game, or small porn game?
  13. Massive forum based community projects have been tried before and don't really work for a lot of reasons. I could see smaller teams operating over the internet, but generally speaking a larger project is too hard to manage. When you put varying tastes, egos, and the fact that no money is involved into the mix you'd be hard pressed to organize a very large game from talent on gamedev.
  14. Not many American or European hobbyist or indie developers produce 2d fighting games, but there are a lot of them made in Japan. There are decent communities around Mugen and Fighter Maker 2D, but very few if any finished games. Check out Doujinaroni for Japanese fighting games. For a nice sidescrolling beat 'em up check out Beats of Rage and (coming soon) Age of Beasts from Team Senile. Added benefits are it's freeware and opensource.
  15. Quote:Original post by Anonymous Poster Quote:Original post by Etnu id's games are usually graphically impressive, but when it comes to content, extremely bland. Counter strike is doing a million other things that Doom III is not, mostly on the CPU side. Uh... no... Doom III is doing per-triangle collision detection, rigid body dynamics, and parts of the stencil shadow silhouette generation on the CPU. Not to mention more complex AI (like people have said, the hostages in CS aren't very intensive.) Those things alone would make Doom III far more CPU intensive than CS, and I'm sure Doom III is doing a lot of other things that tax the CPU (sound stuff, for example.) That was me... "silohouetee generation" should be "volume generation."