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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.

Edy

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  1. Today's work: implement, test and configure new devices for VPP #unity3d #madewithunity https://t.co/nrthLNaduB
  2. That would be the black arrow in your drawings, right?
  3.     Most likely, yes, the car spin will be even worse.    When the wheel is rolling freely (no throttle / brake applied) then it can use all its grip on the lateral force. When throttle is applied causing the wheel to sping faster than the ground then the force direction is deflected forwards, which means that less force is available for compensating the sideways sliding. Thus, the car will likely continue spinning.    I've been doing drifting myself [VIDEO]. The key factor is controlling the throttle carefully. The steering wheel will be mostly rotating itself and all you have to do is apply minor corrections. For example, at around minute 1:20 you can hear how I lift the throttle in order to allow the car to end the spinning. There are many situations in the video where I'm applying throttle gently or no throttle at all while sliding laterally in order to control the car's spin rate.   Later, I applied those lessons to my own simulation model, Vehicle Physics Pro [VIDEO], with great results.
  4. Upgrading your project to Unity 5.5? Ensure to use 5.5.0 patch 3 or newer. Fixes broken RB interpolation. https://t.co/2YvEc9MKSn #unitydev
  5. Hint for Edy's Vehicle Physics: hover the speed labels for showing the unit conversion (km/h, mph) https://t.co/xyvYxIP5d6
  6. I've just added detailed information on tires and tire friction to the VPP documentation: https://t.co/mPJdOxAGJG https://t.co/xAmDgbbzDb
  7. What a fantastic feedback on Edy's Vehicle Physics and other outstanding packages! https://t.co/3ExuiO5nkI #unity3dhttps://t.co/LVr6qsdcnj
  8. Edy's Reality Vehicle Physics :D Learning vehicle dynamics the hard way https://t.co/WEL0dHjWgm
  9. Can you share your conclusions with the rest of the class? :)
  10.     No, it's not guaranteed. Frames can be skipped in a variety of situations. For example, the CPU of the device might not be able to keep the requested frame rate.   Video game engines typically have two different loops running at the same time: Fixed timestep loop. This runs at fixed timestep (i.e. 0.02 sec, which is 50 Hz). No frames are ever skipped in this loop, even under high CPU loads. In that case the game might slow down. The logic of the game should run here (physics, movements, decisions, etc), so the result will always be the same no matter the cpu load, vsync or refresh rate. Visual loop. This runs once per visual frame. Time step is variable here depending on the refesh rate. Frames might be skipped under heavy CPU load. All visual stuff, art stuff, and any "expendable" stuff should run here. The code here would take the current state (which is calculated in the fixed timestep loop) and update the visual entities accordingly. The point is that even if this loop is not running, the game would still run properly but without visual output (as the logic is executed in the fixed timestep loop). As example, you can take a look at the execution flow of the Unity 3D engine here:   https://docs.unity3d.com/Manual/ExecutionOrder.html (scroll down for the flow chart picture)   The fixed timestep loop is named "Physics" in the chart. The Visual loop is the rest of the loop below Physics. Note that the "Game Logic" label is not correct in that chart. I think this is a "legacy" definition, as in the beginning of Unity the game logic was typically developed in the visual loop.
  11. New milestone completed (Driving Aids). Let's go for the final stint! #indiedev #unity3d https://t.co/eyvzfDO0X1
  12. VPP Driving Aids explained: how to get perfect drifting with keyb / touch control https://t.co/XMuvDWUOEJ #unity3d https://t.co/0cwAZ2FjSM
  13. RT @AnthonyYakovlev: Feels so good to close cases where inaccuracy of the physics queries were the problem. Upgrade to PhysX 3.3.3 resolved…