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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 sprezzatura

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  1. Thanks, I'll look into those libraries. Meanwhile, I wrote my own slider, it will do the job.
  2. I'm using C++, Win32 API, DirectX 9. Is the slider you refer to a regular control? I tried creating a modeless dialog that included a slider bar, but it doesn't show up. I assume that the PeekMessage loop is stealing all the cycles. Also, would a regular Windows dialog work in full-screen mode? I'm thinking of something like this: [sharedmedia=gallery:albums:547] Based on the DXUT example, I assume you have to use a specially designed slider. I am reduced to drawing lines with D3DXCreateLine, tracking the mouse coordinates, doing a hit test for the thumbtrack. Kinda primitive.
  3. What is the simplest way to show a slider control? I am not using DXUT, my understanding is that DXUT is an all-or-nothing proposition, you either use it for everything (device creation, etc), or not. I would prefer not to get involved in adding a large library to my app. I just want to the user to be able to slide the control up & down. Thanks for your input.
  4. Thanks for the reply. I have found that text rendered as texture maps quickly becomes fuzzy and illegible when zooming out. Aren't sprites 2D? Which would mean they can't rotate in 3D (yaw, around the Y axis)? I can pump out 4M vertices (2K words) in a couple of seconds, and rotate that at 40 fps, so that's pretty acceptable. I guess I'll stick with that for now. I can try progressive meshes to reduce the rendering load. Also, I can animate the scene while creating the meshes, by gradually showing what has been generated so far, so that will keep the user entertained.
  5. Hear, hear... One of my favorite sayings is "Linux is free if your time is worth nothing" [img]http://public.gamedev.net//public/style_emoticons/default/ohmy.png[/img]) Now, I do respect OS X and Linux, but few people acknowledge the tremendous contribution to de facto standards that Microsoft has made over the years. The growth and proliferation of personal computing since 1983 is largely due to innovations in hardware, network speed, etc. This in turn has only been feasible because of a large market ready to pay cheaply for these innovations. The innovations are only affordable if they can be cranked out in large numbers, which requires standards. Just like the Internet grew because of standards like TCP/IP, HTTP, etc., personal computing grew because Microsoft imposed hardware interface standards like GDI (that's Graphical Device Interface, not GUI) and many others. (Yes, I realize RFCs are democratic and developed by neutral committees, whereas Microsoft is a corporation, that's not the point.) How many people have heard of WinHEC, much less attended one? Every year, Microsoft organizes the Windows Hardware Engineering Conference, where hardware developers are thrown into an arena to test each other's products against the latest version of Windows. Microsoft engineers are on deck to answer questions, execute tests, etc. in a huge effort to get all that stuff to work right before it hits the consumer's home. Extensive technical documentation is available. This is the kind of thing that has insured that Windows works pretty good over the years, and continues to satisfy consumer and corporate needs. I attended the 2003 WinHEC, and got within pie-throwing distance of Bill Gates. I was blown away by the scope and extent of the conference. There's a lot to be said in favor of Apple's "black box" model, where all the hardware is produced by one single vendor. A lot of money that would have been spent on hardware compatibility testing, is instead spent on perfecting the software. Not many people seem to appreciate this enough to pay for it, however.