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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. Nobody can provide even a starting point? The method it's-self is the same as the one used here [url="http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/"]http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/[/url] except that I am not using the fixed-function pipeline (I assume that, even if I were using the fixed-pipeline, that the Model component of the ModelView matrix would be identity anyway?)
  2. Applying the algorithm to just the Projection matrix (i.e. model and view matrices are identity) I get the Near and Far planes returned as the following; Far: normal[0,0-1], distance 1 Near: normal[0,0,-1], distance -0.3328891 Can someone tell me if these seem correct? Using the algorithm with just the Projection Matrix should return the planes in View Space (camera space) When multiplying in the view matrix, all the plane normals seem to point towards the origin, rather than towards the desired center of the frustum...
  3. Hello, I have been grappling with the [url="http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf"]Hartmann/Gribbs method of extracting the Frustum planes[/url] for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a [url="http://i.msdn.microsoft.com/dynimg/IC155562.gif"]Right-Handed coordinate system[/url] but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?
  4. I've recently been trying to dig up any technical information on how exactly the "Strategic Zoom" is implemented in Supreme Commander. I'm guessing that the game uses a layer-of-detail system with a large amount of different layers, but one developer quote I keep encountering is "it would be very hard to implement this in [Other game] because they haven't designed it from the ground up with that in mind." Scaling the terrain effectively would be the biggest challenge, I think. Even at the farthest zoom level, the map still looks intricately detailed. [url="http://www.gamedev.net/topic/405249-terrain-texturing-in-supreme-commander/"]This thread [/url]mentions that the maps in SUPCOM use Megatexturing. Does anyone have any thoughts on this? Cheers [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  5. I too am having this same problem, with no idea how to solve it. I think that maybe I'm not including the libraries correctly? Here is my configuration (vc10); Additional include directories - ../Assimp/include Additional library directories - ../Assimp/lib/assimp_release_Win32 Altering the Common Language Support properties doesn't appear to affect the issue... I am at a complete loss with this.
  6. Ah I see, Vertex Arrays and Vertex Array [i]Objects [/i]are entirely different - that makes a lot more sense! So what "state" information would be stored in the VAO? Colours, material, texture-coordinate and normal data? Should VBO's be used only to store the coordinate data of vertices?
  7. I'm having trouble sorting out the difference between Vertex Arrays and Vertex Buffer Objects in OpenGL. Tutorials on the web seem to use the terms interchangeably, which I think is incorrect? I have some notes from my programming class that state "[A VBO] is an array of (possibly interleaved) vertex attributes....can be stored in video memory." The notes also say that "[Vertex Array Objects] Despite the name, do not store vertices. Used to store OpenGL state attributes. May contain a reference pointer to a VBO." As far as I understand, a VBO holds geometry data (Vertex coordinates, Texture coordinates, Vertex colour, Material, etc) and may be stored on the graphics hardware, rather than in main memory. So my question is, what is the function of a Vertex Array Object? Thanks in advance