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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. I think I will look at Eigen a little, if not too complex maybe will go with that. I guess there is some work to do ^^   thanks for your inputs people :D
  2. RobTheBloke I'm tempted to actually use xnamath right as it is, the only thing I fear, is, if I would create like framework, based on that math, it would be almost impossible to port it,  even if I would write somewhat portable code. For example I want openGL support.   I've looked for different math libraries, as performance wise, they don't look impressive, (am I wrong maybe? ^^ haven't used them myself, just looked for performance reports made by others) The reason for not using SIMD, is if an underlying math lib wont have SIMD.    I'm only familiar with xnamath, d3dmath and directx 10 rendering, as far as crossplatform goes, I have no clue about anything there, but would feel to explore that area at some extent. 
  3. Hi   I want to write an interface for math, that will hade SIMD. For now using xnamath.h which has SIMD, pseudo code:   Vector v = LoadSIMD( vector3_stored ) // do some operations on v vector3_stored = StoreSIMD( v )   The reason for an interface, is so I can switch for another library, that maybe not platform dependet, and it may not have SIMD support,  so the question is, should the interface written in a general way that the use will now know if SIMD is being used. Or should I maybe write something that they explicitly tell and use SIMD.   The last way creates problem, if writing specific code, for game or demo (anything!!!) then it must be written for different versions. But this is easiest as implementation goes.   This is for 3D rendering, Vector, Matric, Planes, maybe something more.   Any insight or ideas are welcome So more , like how would you people solve if this interface needed to be switchable for other math lib (any for that matter)     // I hope I expressed my self correctly ^^, also  // Thanks in advance