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      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 NDIR

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  1. If you remember the "good old days" of Microsoft Messenger, chances are that you remember a game called "Solitaire Showdown". The story is that ever since the messenger got dropped i missed this game; i used to play it a lot with my girlfriend and other people. So, some time ago, i decided to do something about it. I made a WebGL based "look a like, play a like" for my personal use, but then decided to put it up for others to play.   It's free to play (yes, there is a small donate button on the first page), no adds.   There are no special effects, lobby system... just the basic game (you create a game link and send it to the person you want to play with). There is also a single player option.   You can find it here: http://www.solitaire-duel.online/   And, finally, this is how the multi player mode looks like:     Thanks for checking! :)  
  2. For this exact problem (triangulating 3D polygons (with holes) on the random plane) i'm using the: gluTessBeginPolygon (and other gluTess* functions). It does the job beautifully.
  3. where do you normalize the normal?
  4. ...     componentMap currentComponentMap = gameObjects->at(i)->GetComponentMap(); ...     You should use references (&) and also using .find everywhere is probably bad for performance....
  5.   Not sure what you mean, but i tried multiple approaches. The one i wrote above, and this one too :   for(int m_prime = 0; i < N; i++) {      threads.push_back(std::thread(&Ocean::DoFFT, this, 1, m_prime * N));      if(threads.size() == 4)      {            //.. join all 4 threads before moving to the next batch.      } }   But like Hogman mentioned, i am spawning 64 threads even with this approach, i'll just create some kind of threadpool of 4 permanent threads instead.   Side question though, assuming i make this thing work properly with expected fps boost, would i get better performance with OpenMP (so code still executed on CPU), or should i jump directly to a OpenCL implementation ?   Thanks for your help !     Take 4 threads (from a pool, don't create new ones every frame / update) and split the work between those 4 threads.   So thread 1 executes (in the Ocean::DoFFT):   for (int m_prime = 0; m_prime < N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   Thread 2 executes:   for (int m_prime = N/4; m_prime < N/4+N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   and so on.
  6. Do you actually split the work between the threads or do you simply multiply the work with every thread?
  7. Forbidden You don't have permission to access /blog/ on this server.
  8. Do a simple ray-plane intersection test. Then in case of intersection, test if that point lies within your polygon.
  9. then you should do &ray or *ray
  10. You should return the color of the NEAREST hit voxel. (if that doesn't already happen )
  11. Some screens (or even a video) would be really nice. You'd probably get a better feedback.
  12. Ok, here's the story: I have a web application which uses LWJGL (opengl for java) to create images which i then stream to some remote client. This web-app runs on jetty web container. All is well if i run jetty as standalone application (using startup bat). Images get generated, everybody's happy. But then i decided it would be nice if i could run jetty as an automatic-startup windows service. So i installed the jetty-service and then run it, just to find out that now i can not generate images anymore. This is due to the fact that services fall into 'session 0' and they are not allowed to use display devices... So the question is; how can i generate images using OpenGL if i'm running this app under windows service?
  13. [i]don't call [/i] app.add(l); do this: [i] app.getContentPane[/i]().add(l,BorderLayout.CENTER);
  14. hehe, thanks, totally forgot the 'clear depth buffer' thingy
  15. Hey! So i have a 3D scene with some 3D objects scattered around. On the scene, there is a "special" object which i'd like to make "always visible". Meaning, even if some other object(s) partialy and fully obstruct(s) it and it normally wouldn't be visible, i'd like to draw it so it would be visible. I could turn off depth testing and draw the object last, but i need depth testing to draw this object properly. What other options do i have?