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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 harveypekar

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  1. 2 ways:   use a video encoder on the gpu   if your game is deterministic, which is a good idea, force the framerate and replay the input. That way you could render to a much larger framebuffer and capture 120Hz.
  2. Have you considered doing pre-pass lighting? It's basically the same as what you conclude, but for all objects in the scene. It uses less render targets (usually just one if you have hardware support for reading depth buffer) that classic deferred rendering, and also enables more variety in the materials (which is sorta that problem you're having). Probably drawing the emissive mesh a second time is a nice thing (if there aren't too many of them), as it gives you the most flexibiltity. Imagine extruding the triangles and using some fancy-pants shader, you could probably have a volumetric glow rather than a flat emissive.
  3. Dirty hack : just scale the checker piece on one axis to become smaller. Circle->Oval->Line->Oval->Mirrored Circle. It's a dirty hack, but you might get away with it.
  4. Thanks guys, you remind me of why this forum is awesome. @jewzorek You're absolutely right, in the end this will be run on a mobile device, so space is critical. I just wanted to inspect so I can see where stuff is going. Exe size sometimes does sometimes matter on desktop though, sometimes you want smaller instructions, as it will run faster than less arithmetic due to the instruction cache not being trashed. Loosely related to global exe size (only matters in hot loops though).
  5. Hey everyone, I want to reduce my exe size. My project pulls in a large lib (LLVM). Before I start amputating at random, I would like to have an idea what takes up the most space. Is there any tool/script that can get some meaningful numbers for me? I know I can generate a .MAP file, but it can't seem to relate it to footprint. EDIT already got it [url="http://aras-p.info/projSizer.html"]http://aras-p.info/projSizer.html[/url] [url="http://code.google.com/p/mapfile/"]http://code.google.com/p/mapfile/[/url]
  6. Step through an existing application with PIX/gDebugger/Perfhud... Should show you some nice intermediate data.
  7. Honestly, I have no idea what you're trying to do. Are you frustrum culling? Occlusion culling? Ray tracing?
  8. -HDR isn't a pass. Tonemapping is the part of HDR that's implemented as a postprocess. -you're more or less "correct" already, as you should do most effects in HDR. You'll pay for it though. -to fold together passes, just look at it in general (we can't say exactly HOW you'll implement things). Probably vignetting/gammacorrecting can be stuffed into another pass. But since all your convolutions depend on each other, you'll have to store the results somewhere.
  9. Thanks, I got it working with multiple contexts now. I ended up writing my custom Opengl widget for Qt, because it doesn't really allow easy sharing with external contexts.
  10. Hey everyone, sorry about asking a question that should be clear from documentation, but right now I'm tired of banging my head against the wall. Anyway, I'm implementing a GUi app that uses GL for multiple widgets, using windows but looking forward for crossplatform. I use QT, but decided to prototype further using my own widget as Qt borks as soon as I try to implement global resources (shaders et al) and right now, I'm just trying to understand what's going on. From digging through the anecdotal evidence online, I realize I have two options: Either use only one context (created on the main window handle) and call glViewport on rendering. Or, use multiple contexts, and use wglShareLists to share shaders, textures, and VBO's. I''m very unexperienced in GL, so I'm unable to judge the pro's and cons of either way. Can anyone tell me what the standard way of doing this would be?
  11. OpenGL

    Run it through gDEBuggegr (free). Does it give you any warnings/errors?
  12. [quote name='IMYT' timestamp='1302349029' post='4796290'] Hi everyone: I have no experience in game developing so I want to ask you people a very simple question: How many passes do people actually use in the rendering of a real world game like starcraft2 and Crysis (If all the special effects supported are used)? [/quote] Define "Passes". Full Screen post processing passes? Foward rendering passes? DrawIndexedPrimitive calls per frame? If you really want to deconstruct existing games, try and run it through specific GPU profiling programs, like gDEBugger, PIX or Perfhud.
  13. [quote name='mancubit' timestamp='1301950569' post='4794367'] quite simple but impressive shader [url="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html"]Volumetric Light Scattering as a Post-Process[/url] [/quote] How about procedural stuff? Wood shader, heightfield terrain with procedural vertex displacement.
  14. Debugging a release build. Joy!
  15. Please, please, please use vectors. You will get less bugs, I promise. It has bounds checking an all that. You can predeclare a vector's size at construction if you're worried about data copying. It does most of it's error checking at debug time, and you can turn it off in release mods. Read up on the reference [url="http://cplusplus.com/reference/stl/vector/vector/"]here[/url] Also, do it with the struct now. It's more readable.