• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

138 Neutral

About kyle.brechin

  • Rank
  1. Wonderful answer, very informative and explanatory, as well as in-depth. I've yet to check out Reimer's tutorials, though I've had the page book marked for a while, I'll have to check that out shortly. I'm unsure why he drew 6 points, when two were the same location and it would save space. I gather the assignment of the values is pretty much to mark which vertices have the same points to put them into the vertex buffer? indices[0] and indeces[3] are the same point in the rectangle, and thus have the value 0. (top left) indices[1] and indeces[5] are the same point in the rectangle, and thus have the value 1. (bottom right) indices[2] has a value of 2, being the only vertex at that point. (bottom left) indices[4] has a value of 3, being the only vertex at that point. (top right) That's pretty much where it stops making sense. I'll have to toy around with the process and maybe read more about the API and how it handles this whole process. I'll have to read more on the vertex buffer, as the book has only covered the index buffer. I must say I'm not a a fan of these books, they don't get into the information as much as I'd like them to, but they're helpful nonetheless. Thanks again for your answer!
  2. I'm trying to understand what the point of assigning these values to the indices are. He's simple using two triangles to create a rectangle on the screen which is simple enough to understand, but the InitializeIndices() method confuses me because I don't understand why he's assigning the value. I also understand that he's adding the vetices in a clockwise manner It's from Sams Microsoft xna unleashed (isbn 978-0-672-23964-7) Ignore any typos or small syntax errors, im on my phone. In LoadGraphicsContent: [source] private void InitializeIndices() { indices = new short[6]; Indices[0] = 0; indices[1] = 1; indices[2] = 2; Indices[3] = 0; indices[4] = 3; indices[5] = 1; } [/source] If any more code is needed, just let me know. Im looking for the "why" answer. I just cant understand it without knowing how it works.