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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 m_a_s_gp

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  1. So there is no big difference between the two.. maybe I'll try the managed pool later.. thanks for clarifying. [quote]Of course, your own target audience may be different from those surveyed, so you've got to profile your audience, know what kind of kit they've got, and base that decision on hard facts. But do base it on actual facts and not just some vague sense of locking out XP users though. ;)[/quote] That sounds a little scary! I hope this will not be a big issue for the 2D game I am developing.. Thanks kubera, thanks mhagain.
  2. You can get the contact point using this formula: Pc = C - n[(C-P)dot(n)] Pc: contact point C: ball's center n: the unit vector normal to the table and pointing upward P: any point on the surface of the table The quantity [(C-P)dot(n)] is the closest distance from the ball's center to the table. If this distance is greater than the ball's radius, there is no collision..
  3. I don't know if this has anything to do with your problem, but you should change this: if(m_force[direction] < threshold) m_force[direction] = 0.0f; if(m_torque[direction] < threshold) m_torque[direction] = 0.0f; to: if(abs(m_force[direction]) < threshold) m_force[direction] = 0.0f; if(abs(m_torque[direction]) < threshold) m_torque[direction] = 0.0f; because the components of the force can take minus values..
  4. I didn't know that.. So you mean that there is totally no difference (especially in performance) between using default pool and managed pool? What about if I am publishing a game, and players may have older versions of windows?
  5. I think that managed pool is suitable only if your vertex data is not frequently updated, otherwise, you should use the default pool, isn't that right?
  6. Solved! The problem was simply that, in addition to releasing/recreating resources and resetting the device, you must restore the render states you were using before the device was lost..
  7. Hi, I am trying to deal with the case when the D3D device is lost (due to window minimization in a fullscreen application).. Everything seem to be working fine, except for the DrawPrimitive function, which keeps failing after the device is successfully reset! Here is what my rendering function look like: 1. Call the TestCooperativeLevel function and only proceed to rendering if the function returned D3D_OK. 2. If the function returned D3DERR_DEVICELOST, return without doing anything. 3. If it returned D3DERR_DEVICENOTRESET, ReleaseResources(), reset the device (passing the same presentation parameters used when creating the device) and then RecreateResources(). 4. If it returned D3D_OK, continue rendering. Where in ReleaseResources(), I release an array of dynamic vertex buffers which I use to render all the geometry in my application, as well as releasing all the textures used in the application (I don't create any other resources), and in RecreateResources(), I recreate the textures again. (Vertex buffers are created and released as needed each rendering frame so they don't need recreation) After debugging, I found that the device reset function succeeds, as well as the device functions: Clear(), BeginScene(), SetStreamSource(), EndScene(), Present(), and when writing vertex data to vertex buffers, the functions Lock() and Unlock() also succeed. The only function that fails is DrawPrimitive(). Since the device was reset, I know it is not a problem of releasing resources.. So what could the problem be? Thanks for any help, and let me know if you need any further details..
  8. solved.. it's as you said, I am using sizof(vArray). thanks a lot..
  9. hi, I am trying to draw a simple quad on the screen using direct3d. To do this, I fill a vertex buffer and an index buffer with the requaired vertex and index arrays, and use the DrawIndexedPrimitive function. The quad is drawn only if I declare my vertex array as a fixed array: VERTEX vArray[4]; and pass it directly to the (memcpy) function, which I use to fill the vertex buffer. but when I try to use a dynamic array: VERTEX *vArray = new VERTEX[4]; or when I try to pass a fixed array as an argument to a function that use it to fill the buffer by passing it again to the (memcpy), nothing is shown on the screen.. Do anybody know why does this happen? thanks in advanced and sorry for my poor english..