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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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  1. but crytek doesn't do any preprocess for LPVs, right? so they're generating that voxel grid in real-time by deconstructing/resampling gemoetry?
  2. from what i can tell the ring isn't touching that surface at all, which is not merely an illusion of the reduced shadow accuracy since it looks like they're using direct and indirect shadow maps there. i mean, you can see a mild peter pan effect during the camel's run, for example, but that's acceptable as far as i'm concerned.
  3. looks like LPVs are an optimized variant of point-based/fuzzy GI? i was convinced they were doing general light transfer without considering the shadow problem, but i guess that's kind of impossible given if you have enough bounces in any solution you're gonna get some indirect shadow, right? though that might depend on how you handle your ambient light. i don't yet have enough programming experience in this area to properly make sense of these techniques. i mean, i realize crytek is dealing with vast geometry and effect overhead, so whatever the effect its use is gonna be limited in their games, but it seems i was pretty mistaken about their methods. ^edited this a bunch. sorry if it's a mess for anyone reading.
  4. not ruled it out so much as i've never seen convincing results. and i don't know much about the technique. but what games use it besides crysis 2 and a handful of upcoming ce3 games? even crysis 3's indirect lighting is remarkably flat, but i imagine their tradeoffs are steep. if i experiment with the sdk can i hope to see results like what i posted?
  5. imperfect shadow map reference: [url="http://www.youtube.com/watch?v=Pdp3rfyFF14"]http://www.youtube.com/watch?v=Pdp3rfyFF14[/url] [url="http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/"]http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/[/url] [url="http://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps/"]http://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps/[/url] point-based GI code sample: [url="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html"]http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html[/url] i want GI and radiosity done cheaply in real-time. accuracy is not crucial, but [i]look[/i] and function are. imperfect shadow maps seem an ideal solution, but i've never seen in practice in a real-world context. that brings me to the favor i have to ask: does anyone have a modest game up and running they could transplant some of that sample code into? i'd love to see this stuff up and working in a game i could actually play, or at least watch. it'd be a hugely appreciated effort.
  6. the mesh paint tool specifically. in the first quakecon demo of rage matt hooper toggles between a preview of a final level and a decal layer underneath as he and carmack explain that the tool works like photoshop and that each brushstroke is saved to history. so are maps saved in two formats, one editable with all decal history and one with a final/preview baked down megatexture? and how do do they deal with memory limitations in id Studio? is that decal information streamed during editing or do they have the benefit of a highend server infrastructure? i guess if the predefined texture sets they work from are part of the megatexture, they can almost infinitely layer them with no real concerns, or is that wrong?
  7. i wanted you tell you, but you never listen. you never understand. so i keep walking
  8. this thread is completely hijackable
  9. you're the reason i live; you're the cause of my death. i love what i can't have
  10. do you guys listen to jandek very often? i am explicitly drunk again
  11. ideally it'd be something garry's mod, except designed for asset creation. i don't like the more traditional workflow of something like maya or 3dsmax
  12. i've wanted to work on a project like this for sometime. ideally it would be a very basic modeling and animation tool at first, designed to be expanded into something greater. support for primitives and simply polygon manipulation would be the hallmarks, along with some simple scripting as well, and maybe some premade organics complete with bones. the idea is to have what-you-see-iswhat-you-get editor to work from, in a fairly intuitive manner. i don't want to post a formal request because that's jst a waste of time and i am fairly drunk, so pleae excuse all of this. but if anyone has any interest in helping me starting something like this, i would appreciate it