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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.

jlwing

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  1. Thanks for the replies.   It was 2D and they are position vectors so I have compared x's and now I know of alternatives for more complex situations, thanks again.
  2. Hi, Thank you for taking the time to read my post. If I have position vectorA and position vectorB and would like to know which side of position vectorA position vectorB is. In this case I would like to know if vectorB is on the left or right so I can orient my shooter to shoot left or right. How should it be done given that I have the two vectors, is it okay to check the x components of the vectors, is that acceptable in the industry or would you use the dot product somehow and if so what would be the efficient math that you would use?
  3. I've implemented RDC within a 3D environment; it was by far the most complex implementation of my all the spatial locality mechanics covered. It uses some x vectors with reserved sizes, plenty of memory going to waist but the focus was performance. When applying brute force to the clusters found, RDC out preformed brute force sufficiently when objects were in small clusters and not densely packed. It proves to be an efficient algorithm for finding clusters of objects, for example arrangements you might find in say starcraft where units spend allot of their time bunched (the algorithm finds the cluster, it’s up to you how you deal with the cluster, if you were to brute force the cluster and it had a significant number of elements then yes it would be slow, the idea is that you could apply group logic to the cluster, or you might have a reason to want to know what object are bunched up).
  4. Pick up XNA its fantasic for begginers, don't bother with 2D games, get going with 3D, its all 3D now these days, even 2D games. JonRambo
  5. Hi there, If performance is your concern and you have to keep the syntax then how about using a macro to break the line up into more efficient code without the users knowledge. -JonRambo
  6. Thank you for taking the time to read my post, I'm looking for a way to capture the desktop when my DX10 application loads up so that I can use it in my intro. Thanks again Regards JonRambo
  7. Seems good, thanks again.
  8. You don't think that has anything to do with the new HDCP system they're implementing these days? surely there must be a way to caputer the Desktop once, in a screenshot fashion.
  9. Yeah thats sounds good szecs. I'll post the code for those who are interested when I'm done. Thanks again. JonRambo
  10. Thank you for taking the time to read my post. I have created and intro scene using the DirectX 10 SDK, MSVSC++ Professional Student and some content. I've used a screenshot of my desktop as a backbuffer if you will. So if you imagine the desktop fades out at startup as my intro. I've been using a screenshot taken with the printscreen key and pasted into paintbush. So now I would like to use a live capture of the desktop upon startup. Well, tough I bet. Any ideas? I will go to fullscreen and use the captured desktop image to accomplish my scene, however it would actually be better if I could render ontop of the desktop and abuse the alpha channel. This is ofcoarse going to be possible but I imagine the alerantive might be easier. So apon application startup I would like to store the current desktop into a surface or texture, it matters not. I noticed that there is a Window style which does just that, in order to accomplish some optimisations, though I don't believe I get access to that image. Again thank you for taking the time to read my post. Regards JonRambo, Dip PC Eng., Comp. Games Soft. Eng. 3rd year.