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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. I need to simulate a propeller with the open dynamics engine. How should i connect the propeller to the engine? Use a hinge joint for the connection and an angular motor to rotate it? Is it a problem that it will rotate with up to 10000 RPM? I dont need it to simulate thrust, which i will simulate by applying an extra force. It should take care of the precission(?) moment that the rotating propeller generates. thanks for your help.
  2. I have been writing a game using C# and Tao.Sdl/Tao.OpenGl. It is great. Performance on .Net is better than on Mono though. But it is at least a lot faster than python i guess. Main problem when developing C# on Linux is that Monodevelop doesnt have an integrated Debugger. That sucks. And there are no official packages for Tao, so you must install it by hand.
  3. Hey cool. I figured out how to compile your program after some errors because of missing libraries. Would be nice if you could add a quadrocopter model file.:) I am building a quadcopter as a project at my university in a team. Its not based on mikrocopter, but it looks equal. A simulator would be cool to test the flight software without destroying it when a bug occurs. And of course its a nice toy.:) So im still thinking about what would be the best way to achieve this. SSS would be a good option, as i wouldnt have to code everything on my own.
  4. Hi, im trying to build a Simulator for a quadrocopter like those on http://www.mikrokopter.de/. It would be quite easy to use a rigid body library like ODE for this, but it might not be realistic enough. Would it be possible to use a aerodynamics library like http://jsbsim.sourceforge.net/ for that? Or does it only work for standard aircraft? I have no experience with that. Thanks for your hints. cody
  5. Thanks guys. A single correct solution to the problem would have been too easy.:)
  6. Hi, i am wondering how to render many light sources in a shader. Whats the 'standard' approach? Creating a shader for one light and render in many passes? Or should i calculate for example 8 lights in one shader? Which gfx cards are capable of doing that, as the shader will get pretty big especially for more complex lighting equations? My geforce 8800 has no problem with that, but i dont think that it would work on older shader 2.0 cards or something. One more problem is that older cards dont have flow control. When your shader is for 8 lights and you only have 3 lights, then you still to calculate all 8 lights. Or write a extra shader for for 1-8 lights. thanks for your suggestions!
  7. Hm... I cant see whats wrong in the code, but csgl is extremely outdated. Tao is the way to go.
  8. Post the source code line that gives the error. Was the Tao library included in your download, or did you use the version from the Tao site? There were quite quite a lot changes since this game was released, but should be easy to fix.
  9. you can type dbus-monitor --system on the console and see what happens when you insert a cd: signal sender=:1.0 -> dest=(null destination) path=/org/freedesktop/Hal/devices/storage_model_CD/DVDW_TS_L632B; interface=org.freedesktop.Hal.Device; member=PropertyModified int32 1 array [ struct { string "storage.removable.media_available" boolean false boolean false } ] signal sender=:1.0 -> dest=(null destination) path=/org/freedesktop/Hal/devices/storage_model_CD/DVDW_TS_L632B; interface=org.freedesktop.Hal.Device; member=PropertyModified int32 1 array [ struct { string "storage.removable.media_size" boolean false boolean true } ] signal sender=:1.0 -> dest=(null destination) path=/org/freedesktop/Hal/Manager; interface=org.freedesktop.Hal.Manager; member=DeviceAdded string "/org/freedesktop/Hal/devices/volume_label_grml_small_0_4" you can catch those signals in your program with libdbus.
  10. I dont feel like using that stupid modern 3d hardware anyway. I can render my tetris clone in software at 250fps on a 2ghz dual core, too! :)
  11. Most RTS use a totally different networking method than e.g. 3D shooters. They are not sending any infos about the units to the client. Only commands from the players are exchanged and every client runs its own simulation. The critical thing is that all clients must be in sync, but that way the network traffic is not dependend on the number of units at all. Both TCP and Lidgren should be ok for that, but i would prefer Lidgren because of additional features for compression and server discovery. Edit: Does anybody know if theres a simple opensource-rts that uses a synced networking model? I would really like to know how that works exactly!
  12. Quote:Original post by Toolmaker I want UDP because it's connectionless. If you read the OP, he wants UDP. So why use TCP?
  13. The problem with TCP is that you cant have non-garanteed packets. Thats why there are libraries for garanteed UDP packets. Look here: http://code.google.com/p/lidgren-library-network/ I havent used this library yet, but it looks very good.
  14. this has nothing to do with tangent space. there is no transformation necessary to compute the lighting. just read the normal from the texture(watch out to not mess up y/z, your map looks like z is up, but y is up in your world space) and do a dot product with your light vector. that will work for directional lights.
  15. OpenGL hardware cant work without a X server. The driver is for X. So either you use X forwarding(though i dont know which libs must be installed on the client to make this work for opengl), or you use a software renderer like Mesa. That should run without X but will be extremely slow.