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      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. [quote name='szigeti_roland' timestamp='1327109195' post='4904734'] C# is way easier, there's a button wher you can link it. in VStudio. [/quote] this has nothing todo with the language. In Netbeans u can set another project as a dependencie.(project->preferences->libarys->add project)
  2. lwjgl isn't an engine its just a opengl wrapper toolkit for java as jogl. jme was based on both now primarly on the former
  3. If u doing something with Java anyways. There are Netbeans plugins for GLSL and OpenCL
  4. they did it not only with compute shaders, because it runs on DX10 hardware also. My first thought would be to upload all the lightdata in one huge uniform data block(or texture if it you are using more then u can get with uniforms). then render the hole grid at once, and use the vertex ids to index in another uniform array which gives u the offset in the light data array and the nummber of lights in the cell.
  5. I looked at the wolfire blog post and I think this it what they did. [list][*]blurr your skybox very strong radial around the up-axis[*]u can probably use the term distant fog instead of haze[*]then just apply fog to your geometry based on the distance[*]lookup the color of the fog from your blurred cubemap[*]finished[/list] as they also metioned, u can use the cubemap also for the ambient color in some way. So that the cubemap alone controls the enviroment lighting of your scene
  6. there are two methods I know atm. [list=1][*]use light volums (sphere, box what ever) to mask with the stencil buffer only the pixels which are affected by the light.(just search for stencil and deffered lighting, same technique as in stencil shadows I think)[*]use a grid over the screen to merge lights in those screen cells and render for example in one cell 18 lights and in the other only 2 ( there are some presentations from DICE, they used this in Frostbite 2)[/list]
  7. why do u want to copy it? just use the clonable interface then
  8. why not just use a addItem method. You jsut have to creat your Item object on the outside and pass it in.
  9. dunno if there is an exception with 1d textures you are using, but aren't texcoords in the intervall [0, 1] ? also u have to be carefull about texture filtering at look(use linear and offset the texcoords by half an pixel) [code] const float texsize = 8; const halfpixel = 1./texsize * 0.5; for (int i = 0; i< 8; ++i){ l_lightColor = texture(u_LightColors, i/texsize + halfpixel)[/code]
  10. what about vec2 screencoord; //[0, 1] vec2 odd = mod(screencoord * screensize, 2.); and then do something like odd < 1 for even and so on
  11. where is the difference between a fullscreen quad and triangle^^
  12. take a look at the FSAA code([url="http://timothylottes.blogspot.com/"]http://timothylottes.blogspot.com[/url]), in the vertex shader he uses only 3 vertex IDs to generate the fullscreen texture coordinates
  13. Ok there are two things to have a look at, first the software design and second how u used the graphic API (here OpenGL). SW:[indent] I noticed several points. general: [list][*]use the standard Java naming convention pls (upper case Classes)[*]don't use inner classes[*]use data classes like vectors for position, velocity & color)[/list] about your desgin [list][*]am I right that each particle is creating his own Thread just to know what time it is? Just do the update with a given delta time.[*]I would put the update logic in the particle container(ParticleEngine) not in the particles. Or create a particle interface so each particle can have its own update function, but with this u can't have interaction between particles.[/list] [/indent] API:[indent] I see u are using OpenGL 1, it would be way faster using Buffer Objects for the particles. [/indent] Also very important you aren't sorting your particles which give u wrong results if not additive blending, what u aren't using. ps: pls use milliseconds to messure your perfomance and not FPS, because this metric is a lot more comparable(i.e. 20->40 fps is a much higher speedup then from 120->140FPS)
  14. sure there are some hacks which can copy a obejct perfectly but just create a setData methode or so which takes a Robot object and copys all relevant data
  15. what is wrong with traditional forward rendering/lighting or "just" use deffered lighting