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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 jusa

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  1. Ok, thanks for the answers!   I just wanted a confirmation that previous calls are replaced if there's no drawing in between. I wasn't sure when I read the description in the OpenGL docs.
  2. I  have a noob question about how glUseProgram works.   Suppose I did something like this: // A and B are shader programs. void render() { glUseProgram(A); glUseProgram(B); glDrawArrays(...); } Is program A ever used for drawing here, or is it pointless to do this?  
  3. Thanks, a lot of helpful and interesting ideas here!   I often seem to get stuck in my projects because of overanalyzing and inability to decide the best way to tackle a problem, for example, what classes, modules or libraries should I break the software into. I might have a couple of options in mind, but none of those feels just right. I may be falling into the trap of trying to find a too perfect solution. Another thing I notice, a bit like the poster above, is that at some point I can't seem to fit all the code or architecture in my head, and at that point the project starts to feel "foggy" and overwhelming.
  4. What do you do if you feel that your coding project is getting overwhelmingly complex? What tactics or techniques do you use to reduce complexity or tolerate it so that you can carry on with the project?
  5. When you are doing programming projects solo, do you use UML or other diagrams? What diagram types do you find most useful, or do you feel diagrams are unnecessary when working alone?
  6. I'm fishing for ideas for an easy, quick and manageable personal "system" (software, non-software or a combination) for storing my ideas or "todos" and tracking their progress. What everybody here is using for something like that? What have you found works best for you?
  7. ^ Great, that tutorial will be handy later on.
  8. Oh. How sad. At least that explains why it didn't work. Thanks!
  9. I have a noob problem with GLSL where I can't seem to figure out why the pixel shader below only renders a black rectangle. I was expecting that it would draw a random-colored one instead. I figured the black color could result from the fact that the noise functions may return a negative value but even using abs() on them doesn't help. #version 150 out vec4 pixel_color; void main() { float r = abs(noise1(1.0)); float g = abs(noise1(2.0)); float b = abs(noise1(3.0)); pixel_color = vec4(r, g, b, 1.0); }
  10. Hello, I'm looking for a 3D math library (or a physics lib which includes math) with the following characteristics: - Free for commercial use, non-GPL licence. - Supports at least matrix and vector math. - Provides a C API (I'm not using C++). - Simple and readable interface with documentation. So far I've found Kazmath, but I'd like to explore other alternatives as well.
  11. Ah, okay. That explains it. Thanks!
  12. Hello, I'm trying to figure out a syntax for typedef'ing a "struct-pointer-pointer" in C (not Cpp) so that instead of: (*fpp)->i = 13; I coude write: fpp->i = 13; Here's the setup: struct _Foo { int i; }; typedef struct _Foo Foo; typedef Foo** ppFoo; // Not what I want. int main() { Foo f; Foo* fp = &f; ppFoo fpp = &fp; fpp->i = 12; // Gives error, see below } ---------------------------------- COMPILER ERROR error: request for member `i' in something not a structure or union I'm using MinGW on Windows. What would be the right syntax for this, or is it even possible in C?
  13. It seems you're not actually calling Render anywhere. I might be wrong since it's a long time since I've done any C++/Windows programming. You could try the following and see if it helps: case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); Render(); // Try calling Render here EndPaint( hWnd, &ps ); break; EDIT: Erik beat me to it ;)
  14. Is it currently rendering the window in white? Try changing: float ClearColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; into: float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; The value 0.0f can be thought of as "no color" and 1.0f as "full color", at least in OpenGL. That's why setting all but the alpha to 0.0 should make black color.