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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 RDragon1

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  1.   3 x 4x8bit isn't uncomfortable on next-gen consoles. I guess Xbone has more restrictions here, but Infamous Second Son used 6 1080p gbuffer targets + depth + stencil - 3 of the gbuffer targets are 4x8bit, the other 3 are 4x16bit. See slide 41 here: http://suckerpunch.playstation.com/images/stories/GDC14_infamous_second_son_engine_postmortem.pdf
  2.   By DCAS do you mean an atomic compare-and-swap? Why would you need/want a larger pointer / address space? Or do you simply want to do a CAS on 16 bytes? If so, x86 already has the cmpxchg16b instruction.   128 bit pointers will waste a lot of memory. 64 bit pointers already do. Why do you currently think you need to address more than 2^64 bytes?
  3. For a discarded pixel you've already paid the cost of its fragment shader even though it doesn't writa anything. Further, you'll have to at least run the fragment shader for the visible geometry behind it, so that's an added cost. This really adds up if there's lots of overlapping discarded pixels - lots of fragment shader computation performed, with the results thrown away.
  4. Yes, these are "intrusive lists" and I would use caution when deriving from a type to add 'next' and 'prev' pointers to your object. What do you do when you want the object to be in more than one list? Also, how do you keep code from looking confusing - going this route, if you add an object to a list, you have to remember you're implicitly removing it from any list it was in previously.
  5.   But XBLIG required you to build on top of XNA, right? And XNA is dead, and I haven't heard anything about XNA games running on XBone, so.....? (To me that sounds like XBLIG is simply not coming to xbone)
  6. Looks like someone likes Unity
  7. No, vertices can be shared between adjacent triangles, as long as all attributes match (position, normal, uv, whatever). For example, vertices along a 'hard edge' (not shared normals) are not shared between adjacent triangles. At maximum, numVertices = numTriangles*3, but there is as much sharing as possible.
  8. That is, unless you're trying to model some particular transparent material that has thickness and reflection / scattering properties, in which case this is much more complex. I didn't catch if this was an offline renderer or something you're trying to do in real time.
  9. For some light color C shining through a surface with transparency level t [0,1] and color S at the intersection point, I would expect the light going out the other end is (C * t * S), and the light reflected by the surface is C * (1-t) (of course split that into diffuse/specular/whatever makes sense for your light model)   Does this answer your question?
  10. OpenGL

    I don't know how fast it is, but I'm sure it wasn't designed with speed in mind. It's more the kind of thing you want to run once over your shader to get the information you need, then store that in your own data for use at runtime as necessary. I wouldn't use it in your render loop, it's more of a tooling library for inspecting the shader code.
  11. Check the generated shader assembly output to find out if they're equivalent.
  12. So the problem is exactly what I suggested. Your 'amb' and 'diffuse' variables should be float4's, but they're floats.
  13. Yes, each core is a full CPU - each has its own set of registers (including the program counter). As a result, each core is running a separate thread in the system. It doesn't make sense for two cores to be running the same thread. A 4 core CPU is almost the same as having 4 separate CPU sockets each with a 1 core processor, except a 4-core processor on the same die will share various forms of cache and such.
  14.   Then can you paste your *actual* code? Because what you've written there only says 'float', which is not a float4.
  15.   I think you mean for those types to be float3