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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.

CatmanFS

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  1. I know this is a simple question, but one I've always been looking for a solution for.   class MAP {       Scene scene;       void AddedToScene(Scene); };     void SCENE::addedToScene(Scene newScene)     {         scene = newScene;     }    I know it's minor, but I don't like always having to put a scene = newscene statement in the function definition.   Is there any way to make the class function automatically accept a function parameter of the same name as a class variable.   void addedToScene(Scene scene)     {          // scene is automatically accepted as the class variable with the same name     }
  2. Fonts! Suddenly, hundreds of them!
  3. OpenGL

    So just keep all he graphics operations on the gpu, got it. Is there a good, cross-platform, well documented method that most people use? Are there tutorials or examples of this somewhere?
  4. OpenGL

    Also, if anyone has any pointers about what operations can be performed the fastest, and any additional information about per-pixel operations would be nice. I'm really just concerned about direct control over gamma, brightness, contrast, that sort of thing. Would also be nice to hear about any useful ideas for maybe having a histogram or something that could help correct over or underexposure for post processed images. I'm sure there's a whole list of websites or pages somewhere that has info on this, but I would like to hear some recomendations, maybe a specific site that focuses on post processing operations.
  5. I'm working with openGL, and I want to know which is the best method of directly accessing information in the frambuffer. I want to be able to read the pixels being displayed onscreen and place them into an array, perform operations, and put them back into the current frame. What is the best method, meaning fastest or most flexible or is there a tradeoff? If you could give me a few ideas or point me in the right direction I would be much appreciative.
  6. password mayhem!
  7. From the album Airlight Engine

  8. From the album Airlight Engine

  9. From the album Airlight Engine

  10. From the album Airlight Engine

  11. OpenGL

    I had started typing that before you had replied. Thanks again for the help. The reinterpret cast thing is new to me. I've been doing all of that manually, and it's been a real pain. Most of the C++  books I have are >10 years old, and they don't go into alot of detail about stuff like that. Mostly strings and array pointers. I'll do a little research into the methods of overloading operators and such. Thanks again for the help.   Got another question. i've got 3 lights, with ambient and diffuse values set around .8 -> .9 and the scene is very dark looking. There's light, but it's not really like the lighting I'm used to. I tried to bump the ambient values up to 10 and it didn't seem to have an effect. Any ideas?
  12. OpenGL

    Ahah you saved my life. I'm still a little confused about the matrix multiplying the light positions.   Right now, the UpdateAllLights() happens after the modelview matrix has been established.   Where would you reccomend that this be placed?
  13. OpenGL

    I changed the update light code to this:       float amb[] = {5, 5, 5};     glLightfv(light->ID, GL_POSITION, amb );   and excluded this:     //glLightfv(light->ID, GL_POSITION, light->position.pFloat());   and it works. The problem is that I need to pull the info from the *light that the update function uses as input   is there something wrong with using:   UpdateLight( LIGHT *light)   and the pulling the info using:   light->position.pFloat();   // pFloat() returns a pointer to an array of { x, y, z} stored in the vector3   Could be that since it uses a pointer to the light struct, and then a pointer to the vector3 struct that somehow the actual data struct gets lost. I'm still confused as to why the light only works near the origin with this implementation.   Any thoughts?