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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. You must consider what happens if you rotate your camera... what if you move it away or closer to the object you're trying to track... what if lighting changes.... This are  all factors that affect the way pixels look... so just comparing the pixels themselves isn't a good idea. Usually what you compare is some correlation between the pixels Also before you start tracking your object you'll need to find it. Read about SURF, SIFT, BRIEF algorithms ... they might give you some insight...   If you have a static camera and just move the piece of paper ... you should be able to get away by just finding the corners of the paper by using a feature detector and then on every frame just calculate features on small area arround each paper corner and compare.... 
  2. Hi   If I am to use your library I'd much rather the classes to be in separate .h/.cpp files.. it makes it much more readable...   After that if you want u can always add one single .h file that includes all classes at once but still keeping the actual class code in separate files.
  3. Hi I've used OpenGL's Shader Designed before ([url="http://www.opengl.org/sdk/tools/ShaderDesigner/"]http://www.opengl.org/sdk/tools/ShaderDesigner/[/url]) ... and it's usefull to tryout some stuff.. but i'm not sure how helpfull it will be for more complicated work
  4. Also try using "int main(int argc, char *argv[])" instead of "int main()"... VC was giving me linking errors when using just main()
  5. On the topic of players giving quests for resources... I don't know how many of you know Ultima Online... also not quite sure if that experience was because i played on a private server not on the official EA server but there was those players who earned money by mining minerals for blacksmiths .... blacksmiths needed a lot more than what could be bought from NPCs and also NPCs sold it at a high price. In order for the miners to be able to carry the heavy ore they had to have a pack animal they are able to ride. That was some blue beetle that was sold from tamers. There weren't any specific quests for that.. that's just the way the came clicked. Also the best gear wasn't dropped by monsters... It was made by legendary blacksmiths. There were few artifacts dropped from bosses ... but they weren't all that good. What these bosses dropped was scrolls that allow you to extend your skill to legendary level. All the economy in the game was managed by players.. who were able to hire NPCs to sell your goods More on the topic of the thread.. what i'd really want to see in an MMO ... and have been thinking of a way to implement it.... is quests that really change the world on a global scale... This i think would actually make you feel more like a part of this world.. So maybe a low level character wouldn't change much.. say complete a quest of cleaning a cave of some monsters so there are no monsters in this cave for some time ... and the other players have to do something else... and If you are a high level player... or even a guild you could make huge changes like burning a city to the ground... so this city doesn't exist any more... The bad thing is that this brings many problems of balance.. and keeping the core of the game while still allowing the players to make these huge changes to the world.. and stuff like that .. but at least i'd like to see that in a game if not make the game that has it...
  6. I guess Unity3D with C# is also a good way to start... Lots of tutorials and also the asset store is growing quite nicely. Lots of free and useful assets there as well.