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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.

Novacurse

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  1. Clearly you didn't even read my post [size="2"][color="#1c2837"]something like Terragen can be used to easily make realistic skyboxes [/color][/size][color=#1C2837][size=2][url="http://www.planetside.co.uk/"]http://www.planetside.co.uk/[/url] and as far as I know requires no artistic talent... other then that if you have no artistic talent what you'll want to look for is something that can render atmospheres/clouds etc, [/size][/color] [color=#1C2837][size=2]I'm not sure what capabilities the major 3D modelling/rendering applications have in this regard but you can probably look into them - 3ds Max ([url="http://usa.autodesk.com/3ds-max/"]http://usa.autodesk.com/3ds-max/[/url]) (not free) - Maya ([url="http://usa.autodesk.com/maya/"]http://usa.autodesk.com/maya/[/url]) (not free) - Blender ([url="http://www.blender.org/"]http://www.blender.org/[/url]) (free) (I'm assuming all you want is information on getting a rendered atmosphere type image based on your second post)[/size][/color]
  2. Personally i felt like Halo 3 had some of the most beautiful skyboxes i've ever seen. calling the skyboxes in it "Disgusting, unfitting, unatmospheric, unprofessional, unrealistic" is completely unfounded. Anyway, to answer your question, i honestly wouldn't be able to say, there's so many different ways that they could do it, most of them however i would think would require alot of artistic talent. Now in saying that i think your best bet if you want some nice easy skyboxes is to look into something like Terragen (http://www.planetside.co.uk/).
  3. As far as I know, the .w3g format is actually a replay file for Warcraft 3. w3x and .w3m are the map formats for warcraft 3. As for the interview question, if i had to guess the interviewer wanted to know why a file containing the entire replay of a game would be so small, maybe that's a bit too obvious so I may be wrong, but that'd be my best guess. Hope this info helps.
  4. Hey I would probably go with using vectors. I don't know if it's the best solution or the worst but i know it works, so i will try to explain it as best i can [rolleyes] #include <vector> #include <iostream> using namespace std; vector<int> My_Vector; int Counter; int main() { while(true) { //This will add a new int to the vector My_Vector.push_back(Counter); for(int a = 0; a<My_Vector.size();a++) { //The vector can then be accessed similarly to an array //You can also access it by using My_Vector.at(index) //I'm not clear on the difference cout<<My_Vector[a]; }; cout<<"\n"; Counter++; system("Pause"); }; }; So the above example shows how to use a vector it's not particularly useful but it's simple, Basically we declare a vector on this line 'std::vector<type> name' and then on this line add a new object with the .push_back(object) function. 'My_Vector.push_back(Counter);' i see no reason why a structure would not work as the type, but i've never tried too so i may be wrong, i know that Classes work and will show how to use them with vectors in the next example. #include <vector> #include <iostream> using namespace std; void Add_Animal(); class Animal { public: void eat(); void sleep(); double weight; double height; }; vector<Animal> My_Vector; int main() { while(true) { Add_Animal(); Add_Animal(); for(int a = 0;a<My_Vector.size();a++) { My_Vector[a].eat(); My_Vector[a].weight = My_Vector[a].weight + 1; }; system("Pause"); }; }; void Add_Animal() { Animal Temp; Temp.height = 100; Temp.weight = 100; My_Vector.push_back(Temp); }; void Animal::eat() { cout<<"\n"<<"Animal Eating!"; }; void Animal::sleep() { cout<<"\n"<<"Animal Sleeping!"; }; Ofcourse you'll probably also like to know how to delete an object, this next example shows how to using basically the same code as above. Note : the vector system will automatically move the other entries back if you delete an entry in the middle. #include <vector> #include <iostream> using namespace std; void Add_Animal(); void Delete_Animal(int index); class Animal { public: void eat(); void sleep(); double weight; double height; }; vector<Animal> My_Vector; int main() { while(true) { Add_Animal(); Add_Animal(); for(int a = 0;a<My_Vector.size();a++) { My_Vector[a].eat(); My_Vector[a].weight = My_Vector[a].weight + 1; }; Delete_Animal(1); system("Pause"); }; }; void Add_Animal() { Animal Temp; Temp.height = 100; Temp.weight = 100; My_Vector.push_back(Temp); }; void Delete_Animal(int index) { My_Vector.erase(My_Vector.begin() + index); }; void Animal::eat() { cout<<"\n"<<"Animal Eating!"; }; void Animal::sleep() { cout<<"\n"<<"Animal Sleeping!"; }; Ok i hope this helped you and for your other question yes vectors can be passed as a parameter to a function if you need an example just ask, if you have any other questions i'll be happy to answer them aswell. and if you need some more info Here PS : i've probably made alot of mistakes in my code as i haven't been programming for that long.