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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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About virnovus

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  1. OpenGL

    Is this similar to OGLplus? (http://oglplus.org/)   I looked into using this for a while before eventually deciding to extend the engine that I was already using (Irrlicht).
  2. I wanted to do a simple depth-of-field postprocessing shader, that blurred the image by a value that was related to the depth buffer.  That is, the closer an object is, the more it's blurred.  Most of the Gaussian blur shaders I found were fixed-radius though, so they would blur the entire image by the same amount.   I looked at depth-of-field shaders, but they're a lot more complex than what I'd need, since they typically contain the functionality to blur distant objects more than close objects.  (In layman's terms, my shader should be farsighted, not nearsighted)   I was able to get a decent depth map, where white is close and black is far away, by using the following GLSL vertex shader:   varying float depth;   void main(void) {    gl_Position = ftransform();    depth = 1.0 / gl_Position.z; }   I can tweak the "1.0" value to adjust the falloff.  Now I want to use that depth value to determine the blur radius, or something equivalent.   I found an example of what seems to be what I'd need here:   http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/   But I don't really understand it well enough yet to know whether I'm on the right track.  This seems to be a pretty basic shader that I need, so either I'm thinking too hard or not thinking hard enough.  Anyone care to enlighten me?
  3. Quote:Original post by B_old I mean those really cheap paper glasses with colored foil. The driver has to output 2 images encoded into one with those. Oh, those are anaglyphic 3D glasses, not polarization glasses. I seem to remember hearing that nVidia was shipping them with certain video cards as a promotion for their 3D Vision shutter glasses. And yeah, the shutter glasses are way better. ;)
  4. Quote:Original post by B_oldIs this different with the shutter glasses or did you do something special? Not that I'm aware of. Are we both referring to the green and black nVidia 3D Vision shutter glasses? Quote:One problem I can see, is that 3d editing software often isn't fullscreen because of all the controls. Would it still be useful if you only saw the actual 3d-portion? In a program like 3DS Max, I know the keyboard shortcuts well enough to get by without the menus and such, at least for many aspects of editing 3D meshes. So yeah, that would be useful, although I'm starting to have doubts as to whether what I want to do is actually possible.
  5. So far, the shutter glasses have worked with every full-screen directx app I've tried, even ones I've written myself. That's the great thing about the new nVidia shutter glasses, they're backwards compatible with all these old games, although admittedly some old games work better than others. Ideally, I'd be able to use it with various mesh viewers and 3d editing software, and if I'm very lucky, perhaps even 3DS Max. I wrote a simple mesh viewer that works pretty well for looking at mesh files in stereo, but obviously it's not very full-featured.
  6. I've seen plenty of examples of people forcing a full-screen directX application to run in windowed mode, but right now I'm interested in finding out if I can force windowed DX applications to run in full-screen mode. Reason is, I just got a pair of those nVidia shutter glasses that let you see any full-screen directX application in actual 3D. Of course, there are a couple of applications that only run in windowed mode, albeit with resizable windows, and I'm interested in forcing them into full-screen mode so I can get the shutter glasses to work. If I can get either DX9 or DX10 applications to work, that's good enough for me, although I would prefer to get DX10 working. I've tried using some dxhook.dll, but presumably that won't work under Vista or Windows 7, one of which is necessary for using the nVidia shutter glasses. My next thought is to try and interface with the DXGI system (DirectX Graphics Infrastructure) in order to try and link to my application window and set it to full screen. After reading some of Microsoft's documentation on DXGI, (at the link at the bottom) it seems like I might be on the right track, but I still don't know how easy it would be to create one application specifically to control another application. So any ideas anyone? Thanks in advance. http://msdn.microsoft.com/en-us/library/cc835730(VS.85).aspx