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      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. I spent some time on a tmp raytracer a while back:  https://github.com/lentinic/TemplateTrace Fun project for bending the mind a bit.
  2. FWIW I also use a system similar to what is presented in that Battlefield paper. On my Xeon W3550, my SSE optimized code clocks in at 16k sphere-frustum checks in at about 0.12ms (1 thread), which is plenty fast enough for me. It didn't take too much effort to rework the data structures so the spheres were accessed linearly in memory and really the code ended up considerably simpler (IMO).
  3. You may be interested in this paper: [url="http://www.cse.chalmers.se/~olaolss/papers/tiled_shading_preprint.pdf"]http://www.cse.chalmers.se/~olaolss/papers/tiled_shading_preprint.pdf[/url] It spends some time comparing a tile-based deferred shading implementation with a tile-based forward shading implementation.
  4. And just to emphasize - even if as you said you aren't so concerned with SIMD optimization right now, such data oriented design is still important because of cache performance. e.g. if your particle struct packs position and color info together but for a certain effect you are never updating the color - well, you are just wasting time loading and polluting your cache with that color information.
  5. FWIW - Mikkelsen posted a follow up ([url="http://mmikkelsen3d.blogspot.com/"]http://mmikkelsen3d.blogspot.com/[/url]) to that unparametrized bump mapping paper, making use of a precomputed derivative map to increase visual quality.
  6. Going off memory, I believe Awesomium at least should have C# wrappers. As for commercial games, there was a [url="http://www.slideshare.net/chadaustin/html5-new-ui-library-for-games-chad-austin-annotated"]talk[/url] at GDC about using HTML for UI, talking about wrapping Gecko (Firefox). EA has also open sourced [url="http://gpl.ea.com/skate3.html"]their implementation[/url] of WebKit for PS3/X360/PC. But in all I'd say most games are probably not following this approach and are using some other UI system (custom in-house or some other middleware).
  7. Since you mention HTML - you could actually use HTML/Javascript/CSS in your game if you wanted to. I have [url="http://divergentcoder.com/plaster/chromium-ui-demo/"]been playing around[/url] with the concept recently and am pretty happy with the results so far - although admittedly I haven't tried making a full game using it yet. For my stuff I have been using [url="http://code.google.com/p/chromiumembedded/"]Chromium Embedded Framework[/url], but there is also the [url="http://awesomium.com/"]Awesomium[/url] and [url="http://berkelium.org/"]Berkelium[/url] projects available to use. They all end up wrapping chromium in one way or another.
  8. I definitely wouldn't recommend creating a list of particles. If you want your particle system to scream you need to pay attention to your data access patterns and make sure you are maximizing your use of the CPU caches - you have a lot of computational power and it will be wasted if you are spending all your time waiting on memory. Read up on AoS (Array of Structures) and SoA (Structure of Arrays) to get a better idea of what I am talking about, but I'd say the gist is to use predictable memory access patterns (not a list) and to store data together that will be used together so you aren't wasting space in your cache lines.
  9. At a quick glance the first two things that pop out to me are: you aren't actually attenuating your diffuse (look at your calculation for the attenuation factor it works out to 1), and you are adding the diffuse lighting you calculate to the base texture color (modulated by the ambient) - generally I think you would want it to look more like (baseColor * (diffuse + ambient) + specular).
  10. [quote name='marwalamey' timestamp='1295357455' post='4760695'] [quote name='SuperRad' timestamp='1285671733' post='4712294'] To add to this there is a GLSL version available that I believe is similar (if not the same, not sure)if people are itching to play around with some code. The comments are in French though. [url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/"]http://igm.univ-mlv.fr/~biri/mlaa-gpu/[/url] [/quote] Did you try this one? I want to convert this from GLSL to HLSL... Is this is an easy job?? Any comments will be appreciated [/quote] I based my initial hlsl implementation off of that and found it relatively easy to work through. You can take a look at my experiments (including the hlsl code) with mlaa here: [url="http://divergentcoder.com/tag/antialiasing/"]http://divergentcode...g/antialiasing/[/url] I'm more than happy to answer any questions about it as well.