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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 gordon13

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  1. Hi, I'm new to game programming and C++ (I'm competent with Python and Javascript).   I'm using SDL2 to make a 2D game. I think I don't have the right words to search for what I want yet so I'll try and explain it here.   Currently the way I load the player image, background etc is all in the main function. The objects are defined there and pointers are used to store the images.   I guess that's acceptable for things that will be on screen all the time, but what about for objects like props or enemies that will only be in certain levels? Also what about building actual levels? How would you make that without hard coding everything?   I already have a way of reading level data (json parser) and setting the player's starting position and background image based on the player' progress (stored in another external file).   What I'd like to do is be able to define some objects and their xy positions as well as other metadata in the level file, and then be able to load the game level based on that instead of hard coded variables. Basically, what normal games do.     The following is what I think it would look like. But like I said I'm new to this so I'd appreciate some input.   On initialise: Parse the json file, get the type of each element and match that against the corresponding object class. Create an instance of that class along with all the initialisation data needed (texture, starting position etc) and store it in a level array (a vector ? or a list or something?).   In the game loop: For each iteration, user another loop to iterate through the level array and call the input handler (if it exists for that object), update and render functions for each element.   Does this seem like a good idea?   If so, any pointers (pun intended) on achieving this? If not, what would you suggest?   Are there any code examples of something like this out there?   Thanks
  2. Hello I'm learning shader programming and have come across a problem when attempting to add a custom shader to the Torque game engine. I looked at existing shaders that work in torque and tried to make my shader have the same format but the shader doesnt seem to load. theres no error message or anything that might give a clue to what could be wrong.   I made this in FX composer and modified the format to match existing torque shaders as best I can.  It works in fx composer but not in torque. I'm thinking its something to do with the link between the engine and the shader. the shader isnt getting the data it needs and the engine isn't getting the shader stuff it needs  but cant seem to find any useful information or anything I can understand(at least up till now).   Could someone have a look at my files and shed some light? Id really appreciate it, thanks.   material.cs http://pastebin.com/PZw77U1T   shader.cs http://pastebin.com/Bkk6eJ9C   heroV.hlsl http://pastebin.com/H6VMvJWw   heroP.hlsl http://pastebin.com/xjTxWzTL
  3. Hi, I need to create a refraction shader for a bullet trail effect in C#(Neoaxis engine). Im totally new to this. Ive found one or two tutorials that got me started and Managed to make a simple Phong shader. Im a little confused with all the different elements of RenderMonkey. Im finding it hard to understand the example files so Im asking here. I have a few questions: If I was going to create a simple refraction shader(I just need some basic transparency and distortion(no need for cubemaps/reflections/whatever)), what would be a good way to start? Im just trying to get my head around the program. Why are there two programming areas in a pass and whats the difference between the two?(Vertex Program, Fragment Program) The tutorial shader: Why is this part of the code in Vertex Program rather than Fragment? ------------------------------------------------------------------------ uniform vec3 LightPosition; uniform vec3 EyePosition; varying vec3 ViewDirection; varying vec3 LightDirection; varying vec3 Normal; void main( void ) { gl_Position = ftransform(); vec4 ObjectPosition = gl_ModelViewMatrix * gl_Vertex; ViewDirection = EyePosition - ObjectPosition.xyz; LightDirection = LightPosition - ObjectPosition.xyz; Normal = gl_NormalMatrix * gl_Normal; } and why is this part in Fragment program rather than Vertex?: ---------------------------------------------------------------------- uniform vec4 Ambient; uniform vec4 Specular; uniform vec4 Diffuse; uniform vec4 BaseColor; uniform float SpecularPower; uniform float RefractionPower; varying vec3 ViewDirection; varying vec3 LightDirection; varying vec3 Normal; void main( void ) { vec3 LightDirection = normalize( LightDirection ); vec3 Normal = normalize( Normal ); float NDotL = dot( Normal, LightDirection ); vec3 Reflection = normalize( ( ( 2.0 * Normal ) * NDotL ) - LightDirection ); vec3 ViewDirection = normalize( ViewDirection ); float RDotV = max( 0.0, dot( Reflection, ViewDirection ) ); vec4 TotalAmbient = Ambient * BaseColor; vec4 TotalDiffuse = Diffuse * NDotL * BaseColor; vec4 TotalSpecular = Specular * ( pow( RDotV, SpecularPower ) ); gl_FragColor = ( TotalAmbient + TotalDiffuse + TotalSpecular ); } I hope someone can shed some light :)