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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. Sweet ! That's a pretty nice application. You add a shortcut F5 or something for the compile and the ability to open drag & dropped file. Also lighter line numbers or just the ability to disable them, maybe even letting it remember it's last window state ( maximized or not ), either way from now on this will be my new hlsl editing application =)
  2. I guess my post wasn't clear enough, anyways When I said "skinning is not a problem" I meant that my models properly adjusted vertexes to the according matrix. The real problem is that I have no idea on how the whole 'hierarchical transform' thing works and the matrix array that I'm sending to my shader is obviously wrong. The only info that the ogre3d's skeleton file provides are some initial bone properties ( position , rotation, size ) and animation data ( also pos, rot, size ) From Ogre3D's wiki I found out they use 'Hierarchical forward-kinematics' on bones, I suppose it's just a simple form of skeletal animation. You said that I needed two kind of matrices, like that inverse bind and transform. It'll be helpful if you could explain to me how it works. Also, does drawing bones require a different approach than preparing that matrix array that I send to my shader
  3. Yep, they are the same. Like I said, how is it supposed to work if my code can't even draw the basic skeleton shape/lines ? =/
  4. Well I got this weird annoying problem, which is probably because of my lack of full understanding of skeletal animation. I wrote this Ogre3D's xml mesh importer which works as it should, all the data is imported correctly and linked ( bone children / vertex indices ) So far the files are parsed correctly, the model is rendered and everything is where it should be. Now the problem is how to use that animation data, the skinning is not a problem but the matrices that need to be sent to the shader are. No matter what I tried, I always ended up with a weird animation that made my models look like some bunch of mutated cripples. I have tried different ways to do this but I kept failing, I even failed making it draw a proper bone structure using bunch of lines. I am using SlimDX ( if that changes anything ) and I would really appreciate if some one could help me on this one. Maybe it's something that I'm doing wrong, or maybe Ogre3D's skeleton format has some values that need to be converted. I just don't really know =( Here's my incorrect code for drawing the basic skeleton : public void RenderBones(Bone root) { root.fullMatrix= root.initialMatrix; if (root.parent!=null) { root.fullMatrix *= root.parent.fullMatrix; RenderLine(root.parent.fullMatrix,root.fullMatrix); } foreach (Bone bone in root.children) RenderBones(bone); } I spent days trying to figure out how to do this properly, so asking for help is now my final solution =) [Edited by - jpetrie on December 1, 2010 6:58:38 PM]