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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 dj3hut1

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  1. Hello, i have an idea for another algorithm, which takes benefit of the parallel gpu processing. If your texture is a POT ( power of two )-texture and has a size of n x n the algorithm requires log_2(n) passes. You can write a shader which takes as input the texture of the previous pass and renders to a texture ( via FBO ) with size n/2 x n/2. In the (pixel) shader you do nothing more than calculating the min-max values for the current 4 neighbour texels and write them to the r and g-color channel for instance. The most difficult thing would be to calculate the correct texture coordinates. This is repeated until your target texture has a size of 1x1 ;) dj3hut1 P.S. : Maybe you need 2 shaders : one for the first pass ( a greyscale image as input ) and one for the remaining passes ( a 2 component image as input )
  2. OpenGL

    Hello, Quote:My view is, ignore extensions and life is great. I think not all extensions can be completely ignored, even in GL 3. F.e. one of the most useful extensions is anisotropic texture filtering, which for some reason never made it into the core of opengl. dj3hut1
  3. Hello Lith, you can also use sprintf ( from <cstdio> ). char buf[80]; sprintf( buf, "%d", number );
  4. Hello CzarKirk, maybe JADE is what you have searched for : http://jade.tilab.com/ I've heard of it in an AI lecture, but have never used it... dj3hut1
  5. Hello, I'm using the Eclipse IDE ( even for OpenGL ). At the beginning i had also compiler errors, but if you configure everything right it works. Here are some tips for setting up your C++-Project for Eclipse right. I'm using it with MinGW. * First, download and install MinGW Then setup the properties of your project : * C/C++ Build -> Tool Chain Editor : Select 'MinGW GCC' as toolchain and 'GNU Make Builder' as current builder * C/C++ Build : select 'External Builder' as Builder type * C/C++ Build -> Environment : If it's not there, add a variable 'PATH' with the MinGW bin directory as value ( f.e. 'D:\MinGW\bin' ) * C/C++ Build -> Settings -> Tool Settings -> GCC C++ Compiler -> Directories : If it is neccessary, add the 'include' path of your project * C/C++ Build -> Settings -> Tool Settings -> MinGW C++ Linker -> Libraries : If it is neccessary, add the MinGW 'lib' directory in 'Library search path' (f.e. 'D:\MinGW\lib') and other 'lib' directories, if you work with other external libraries. * C/C++ Build -> Settings -> Tool Settings -> MinGW C++ Linker -> Libraries : Add the libraries you want to work with under 'Libraries' ( f.e. glew32s, openglut, glu32, opengl32, ... ). Tip : if you have a lot of libraries to add to your project, edit the .cproject file in the project directory directly. As additional step copy the executable from the 'Release' dir back into your main path : C/C++ Build -> Settings -> Build steps -> Post Build Steps -> Command : 'copy yourproject.exe ..' That was enough for me to get a simple C++-Project to work. Good Luck :)
  6. Hello, i dont't know if it changes something, but you should change if((grid[x + 1][y] == state) && (x < 2)) to if((x < 2) && (grid[x + 1][y] == state)) and so on...
  7. Quote:Original post by alvaro Quote:Original post by dj3hut1 Hello, why not use a logic programming language like Prolog or a constraint logic programming language? ( f.e. http://eclipse-clp.org/ ) And why would you? Prolog is good for solving search problems like the AI for chess. The advantage is, that you don't have to code the algorithm, you must only declare the problem in the right way. And a CLP is even more beneficial, because you have the ability to restrict the search space with the help of simple constraints.
  8. i think your index in the for loop is not right. you need something like : tempBoard.input(lm[2*i], lm[2*i+1], player);
  9. Hello, why not use a logic programming language like Prolog or a constraint logic programming language? ( f.e. http://eclipse-clp.org/ )
  10. Hello Antonym, if you are in a state, where the board is full or one player has won, you have to evaluate it, say -1 if your opponent win, +1 if you win and zero if there is no winner. Then if all final states are evaluated you calculate backward the value for every possible move. If your opponent has to move, he tries to minimize the value ( so -1 is the best for him ) whereas your aim is it, to maximize. So if your are back in the initial state of the board you know which moves are the best to take...