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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 Asesh

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  1. Just extract the vector from column 3 of the view matrix
  2. Maya is much more flexible than 3ds max which only runs on Windows. Maya runs on Mac, Windows and Linux too. But I would rather use Blender which is free and open source and don't have spend thousands of $ on those packages. BTW, our company uses Maya for modeling game characters
  3. Why cant DirectX be made for Linux? That's because of Microsoft. Anyways, there are so many games out there that are still written in OpenGL. Even the final version of Steam will soon head to Linux
  4. Seems like it's because you have not specified usage parameter when calling CreateVertexBuffer? You should also check the return value of Lock. Just went through my old code and this is what I had done: [CODE] CHECK_COM(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(SVertexData), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &m_pD3DPlaneVertexBuffer, NULL)); CHECK_COM(m_pD3DPlaneVertexBuffer->Lock(0, 0, reinterpret_cast<void **>(&pPlaneVertexBuffer), 0)); pPlaneVertexBuffer[0] = SVertexData(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f); pPlaneVertexBuffer[1] = SVertexData(-1.0f, 1.0f, 1.0f, 0.0f, 0.0); pPlaneVertexBuffer[2] = SVertexData(1.0f, 1.0f, 1.0f, 1.0f, 0.0f); pPlaneVertexBuffer[3] = SVertexData(1.0f, -1.0f, 1.0f, 1.0f, 1.0f); CHECK_COM(m_pD3DPlaneVertexBuffer->Unlock()); [/CODE] and @line 41: memcpy(&pVoid, Vertices, 6 * sizeof(AxisRenderFV)); you could do this instead: memcpy(&pVoid, Vertices, sizeof(Vertices));
  5. Use render-to-texture technique to do the first one and no you don't have to use your own bitmap font if you are using ID3DXFont to render fonts
  6. GeForce 8x doesn't support shader model 5 but however you can D3D11 by specifying D3D_FEATURE_LEVEL_10_0 when calling D3D11CreateDeviceAndSwapChain and user shader model 4
  7. How many techniques are there in that effect file? Seems like there's only one and if that's true then you should pass 0 as an argument to GetTechnique to retrieve the first technique
  8. Here's how to do it: [url="http://www.rastertek.com/dx11tut20.html"]http://www.rastertek.com/dx11tut20.html[/url]
  9. That's because you have to link to their corresponding libraries. Try this: #pragma comment(lib, "x3daudio") #pragma comment(lib, "xaudio2")
  10. I prefer FBX. Though FBX SDK is a pain to deal with. You can even password protect your FBX files
  11. insert this code: #pragma comment(lib, "user32.lib")
  12. I would recommend: Introduction to 3D game programming DirectX 11: [url="http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/ref=sr_1_1?s=books&ie=UTF8&qid=1329576363&sr=1-1"]http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/ref=sr_1_1?s=books&ie=UTF8&qid=1329576363&sr=1-1[/url] That's the best book out there
  13. agree with @fanwars, PhysX 3.x documentation is very comprehensive and should be more than enough.
  14. Def, FBX is much more powerful and you don't have to write your own plugin to do so. Both 3ds max and Maya can export to FBX format