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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. Quote:Original post by firelior well, If you want the object to collide and get back you could do with this physics equation: m1v1+m2v2=m1u1+m2u2 and more importantly: v1-v2=u2-u1 Because in physics the momentum is saved(google about it for more information).. A short explanation is that the mass of the first object which in your case is the box multiply by the velocity of the box should be equal to the mass of your box multiply by your velocity after the crash. Now, in your case the mass of the wall is probably too big compared to the box so you the velocity of the wall is near 0. So here is an equation for this: v1=-u1 Which means that the velocity of the box before the collision is equal to the velocity of the box after the collision, but on the opposite direction..that means that the object is moving back. Now, The rules that I told you up there only apply if you don't have any force that can subtract from the speed. If you do have some force than tell me and I will explain to you how to do that. Btw I now saw that you want also a collision with a box.. You do that with the rules I gave you above..to find the speed. I hope what I wrote helped you.. Thanks
  2. Quote:Original post by Spudder I would nominate CDX in the "General Purpose" libraries, I had a look at it a while back and it's a pretty decent library with many useful features. I agree!
  3. Quote:Original post by DanielH Hello everyone! First I like to apologize if this thread is posted in the wrong forum. I couldn't find any more appropriate than this one, and it seemed to me the "Book Discussion" forum wasn't really a forum where you could post threads. So if it's posted wrong, please move it. :) Now to my question. Soon it's christmas and I have thought about wishing myself a game development book. I'm not quite sure what book I should buy though. I already know languages and 3D APIs good enought, what I need to learn is some deeper understanding of how to organize a real game - how to make a game engine. I've noticed that "3D Game Engine Architecture" (Eberly, David) have gotten good reviews, so I'm thinking about going for that. Do you guys think that is a good choice or is there any better or newer books to buy? Is a game development book from 2004 still up to date? My main language at the moment is C# together with Direct3D, is the book still good for me? I'd love to get other tips of good game programming books aswell. Thanks! :) I am getting a Game programming book aswell! Well let me sat Books I can't wait!
  4. Quote:Original post by Alpha_ProgDes It sounds like a great idea. Most likely for it to be somewhat coherent and organized the Staff are gonna have to give you your own forum. The Lounge won't cut it, I'm afraid. I'm pretty sure if Lazy Foo isn't too busy that he might be interested. Indeed.
  5. What is the most easy software to learn I am having a hard time with Photoshop. I am studying programming.
  6. Thanks a lot for the info I am writeing a story right now