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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. Hi, thx for your answer Quote:Original post by fireworking Is there the ability to gradually stop emitting particles? Yes you have to decrease the emitters' flows at each frame with something like : emitter.changeFlow(-A * deltaTime); This function clamps the flow to [0,[. Once the flow reaches 0, the emitter is inactive. Once all emitters in a group are inactive and no more particles are alive, the group becomes inactive Quote:When you are listing the Versions, I suggest you do it in a more professional way. Well this is more or less the way I release stuff professionnaly as well: A.BB.CC A being version number BB being major release number (new features, modifications...) CC being minor release number (bug fixes and small modif...)
  2. SPARK Particle Engine : A free, opensource and multiplatform particle engine 2D/3D written in C++. (LGPL licence) http://spark.developpez.com
  3. Hello, let me introduce to you my particle engine library : SPARK is an opensource particle engine on CPU side written in C++. It was designed to be portable, configurable, evolving, and simple to use. Domains of applications of the library are mainly the rendering of 2D and 3D effect based on particles but it can also be used for light simulation of numerous physical entities. You can check the website at http://spark.developpez.com for a list of features, documentation, demos, downloads... The licence of SPARK is the lgpl so it is very permissive. Here are the keys for demos : F1 : changes the display of textF2 : displays or the bounding boxes. For SFML Demo : display or not the gridF3 : changes the rendering mode. For SFML Demo : displays or not the BGF4 : pauses the particle systemsSupp : reinit the particle systems Esc : quits the appMouse : moves the cameraMouse wheel : zoom in and out (on certain demos only) Specific demos keys :Fire Demo : space : activates or desactivates the smokeFountain Demo : space : switches to high or low graphicsRain Demo : +/- : changes the rain rateWriting Demo : left mouse button : adds particlesSFML Demo :F5 : Destroys all firesspace : activates or desactivates the smokeleft mouse button on empty tile : adds a fireleft mouse button on occupied tile : removes a fire Any comments, suggestions, questions are welcome ! A few screenshots : [Edited by - Frifron on January 5, 2009 6:13:27 PM]