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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.

crynas

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  1. [color=#000000][font=Arial,] I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.[/font][/color][color=#000000][font=Arial,] Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?[/font][/color][color=#000000][font=Arial,] As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.[/font][/color]
  2. [color=#000000][font=Arial,] I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.[/font][/color][color=#000000][font=Arial,] Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?[/font][/color][color=#000000][font=Arial,] As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.[/font][/color]
  3. OpenGL

    [quote name='Jason Z' timestamp='1313698261' post='4850914'] You can do this, but then how will you validate your shaders against the used input layout? Unless you have another way to ensure that they match, then why not just create one at shader compilation time? Unless you create lots and lots of shader objects this shouldn't really pose a problem. [/quote] So you are proposing, that I should mimic Direct3D 10 API? Have a method like [code]CreateVertexLayout(VertexLayoutDescription, CompiledShader)[/code]? I was thinking about checking compatibility of VL and Shader in debug build using shader introspection or something like that. Thx
  4. OpenGL

    Hi, firstly I would like to thank you for your time and responses. Ok, back to topic. I wanted my render API to allow me usage like this: 1. Create some kind of a vertex layout object (like in Direct3D 10). No compiled shader would by necessary at creation time. 2. Use created layout object with any compatible shader. In debug build I would check shader input against active layout (at shader bind time) by my self. Is this design/usage a bad idea? This idead seems viable to me. Problem is, that I dont know too much about what is happing under the hood. So may be it is not that viable at all. Thx
  5. Hi everyone, I'm working on my own simple abstract rendering API. I would like to implement that API using Direct3D 10 and OpenGL. Currently, I would like to implement input layout abstraction. I have just one question. Why exactly does Direct3D 10 needs compiled shader when creating ID3D10InputLayout instance? Just to compare input layout with shader input? Is it ok to just pass in a compiled "dummy" shader and accept the warning? Thx in advance
  6. Hi there, I would like to make simple 2d rendering system using Direct3D (currently trying version 10). Well Im experienced c++ programmer, but not experienced Direct3D programmer (only few sample applications).I have already written few games, but I was using 3rd party 2d graphics frameworks for rendering. I would like to talk about implementation aproach before I dig in. So if anyone has any experience and want to share it with me, I would be grateful. THX in advance and hope you understand my English