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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 americaneseian

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  1. Yah, even my physics class at my high school is grounded in calc (I took calc BC already and am taking a calc class at OSU) by the wayyy, have you ever considered simply looking up the information you want online? I do that for pretty much everything now; I'm not talking about the junk thats the absolute basics written by people who know hardly more than that, I mean the university journals. Almost everything you could want can be found at a much higher level if you search google using the proper industry/academic terms. For instance, searching "probabilistic roadmap path planning for multi robot systems" yields many great articles on path finding that, thankfully, have moved beyond the simplistic A*=solves everything paradigm.
  2. Its just the normal java library and JOGL, the opengl binaries converted to java.
  3. Its not hard to make one yourself : ) I love RTS games and have been programming awhile; sooooo I decided to create my own RTS engine. So far there is a framework in place to design AIs to fight against other AIs or human players (I had some friends make AIs), editors for making units, weapons for the units, and shots for the weapons, and a model editor for creating models (though I havent made much use of it yet, im still working out the kinks). And, of course, all in 3d thanks to the wonders of the Java OpenGL bindings (JOGL) and made my own particle physics engine for explosions. I've only been working for a week or two but a video of the engine can be found at: http://www.youtube.com/watch?v=roShcWkrhkU
  4. Hi all! I've been working on an RTS engine of my own for a little while now and I was wondering, are there any good Java particle physics engines? I made my own (luckily particle physics are super simple) but is there anything better I can use? If not, any advice for improving it? A video of the game can be found here: http://www.youtube.com/watch?v=roShcWkrhkU yes, i realize that the models need some work; i've only been working on the game work a week or two PS I found a ton of papers written by several researchers at Carnegie Mellon on game physics, should I make a full physics engine (one that does rigid/non-rigid body physics in addition to particle physics)?
  5. Is it truly necesarry to use models made in other programs? It seems like such a pain to learn to use the overly complicated software when all I want are simple models. Thus, my question, should I go through the work to create my own model editor (and almost certainly files too), or should I simply hax together a model loader and jump of the Blender bandwagon? I program in Java and a quick demo of what the editor can do can be found here: http://www.youtube.com/watch?v=6beXY1-l-Iw as of now it can define points (their positions are stored relative to another point so if an arm joint moves the points along the arm will move with it), connect those points to form triangles, and, of course, save and load my own brand of model files. Should i continue to work on it or am i wasting my time?
  6. OpenGL

    Hi, I'm making an RTS that uses the Java OpenGL binding JOGL. However, I'm stuck in eclipse right now and I have no way to jar the game up into somthing playable. The libraries dont link for whatever reason. I tried: System.load(System.getProperty("user.dir")+System.getProperty("file.separator")+"lib"+ System.getProperty("file.separator")+"gluegen-rt.dll"); System.load(System.getProperty("user.dir")+System.getProperty("file.separator")+"lib"+ System.getProperty("file.separator")+"jogl_awt.dll"); System.load(System.getProperty("user.dir")+System.getProperty("file.separator")+"lib"+ System.getProperty("file.separator")+"jogl.dll"); System.load(System.getProperty("user.dir")+System.getProperty("file.separator")+"lib"+ System.getProperty("file.separator")+"jogl_cg.dll"); The above code is in the main method of the starter class and is called before anything else. There are no errors (except 1) yet it says it doesnt link. The directories above are correct (it tells me in dripping red ink when they are not). The only thing I might have wrong is the last library never links. Its spits out some red stuff in the eclipse console. Do I have to link the libraries in any specific order? ps: all it says is that it cannot "find dependent libraries", it loads the others alright though : (
  7. thanks for the comment on the video :) I was thinking about a scripting language for actions the models would do. For instance, I think after I make the modeling program ill reuse it as often as possible. However, to get greater functionality out of it, the models would have to perform action specific to whatever game i used them in. Thus, if they had a simple scripting language allowing them to move joints, rotate themselves, fire their weapon, etc they could be easily implemented in any game. All the language would need would be some key underlying commands for movement of the the vertices and then something for defining methods that make use of either other methods or the underlying intrinsic methods o! by the way, I made another game that used user written files to command the AI units. I had a couple of my friends write AIs this way and it worked nicely. Everything was in java and I did use a custom class loader that i wrote to dynamically load everything that was necesary for the AI .class files to work. (the game was a compettive AI fight so that actual code for each AI was fairly secret (yes, i suppose they could have decompiled the .class files); that's we i decided on keeping them in the .class format, couldnt "accidentally" open it easily)
  8. but the language doesn't need to do much, only some model manipulations. to implement another scripting language i would have to go through the trouble of getting it to work with java. to make my own seems about the same work
  9. I've been making my own RTS for a couple weeks now but it lacks models. Because I used OpenGL (which doesn't include an intrinsic model loader) I decided to make a model editor of my own. However, I was wondering, should I make a scripting language of my own? Or, would it be simpler to simply implement Lua or some other already created language. Any thoughts would be appreciated. p.s. a video of early gameplay is available at http://www.youtube.com/watch?v=351TfPBsowg if you want to see the game engine
  10. I tried my hand at this game engine stuff. Here's what I got: http://www.youtube.com/watch?v=351TfPBsowg It's an RTS. It has an AI framework built in too and I had some of my friends make computers to play against. There's one main class that regulates the callings to many smaller classes that handle each aspect of the game. Everything's in the early stages of development though.