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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. Thanks a lot max343
  2. Hi max343, Wonderful reply! Thanks a lot! [i]Scaling a set of lines in a singular way is like identifying subsets of lines (in a non-singular way you just pack them closer or farther apart). For instance, if you have two different lines [x:y:z:w] and [x:y:z:w'] with w!=w', then scaling by [1,1,1,0] identifies these two lines. This correlates to projecting points in 3D space onto a plane, as many different points go to the same point on the plane.[/i] I had some difficulty following this. Could you please explain what you meant by "scaling by [1,1,1,0]"? Also, could you please point me to some book/link that talks about the exact same thing you posted about? Most books i've read do not go into these details [i]Also, a true projection matrix is indeed singular with a zeroed last column, as is yours. Projection matrices in graphics applications are a bit different, as they also compute the local coordinates of the point on the projection plane (up to the division factor) and preserve the depth information. However, these two operations have nothing to do with the projection per se.[/i] Yes, well i was not referring to the typical projection matrix defined by OpenGL. @alvaro No problem, Thanks
  3. This is w.r.t Perspective projection and homogeneous coordinates. I have read that we use homogeneous coordinates when it comes to perspective projection. So, the very simple matrix is as follows:(to project a 3D point on a 2D plane) [1 0 0 0] [0 1 0 0] [0 0 1 0] [0 0 1/d 0] Where d = distance of plane onto which the projection is made. So, now i understand the following: 1) Use the matrix above to obtain a 4D homogeneous coordinate. 2) Do a perspective divide, thus obtaining the complete projection. Now, my question is this: What i do not understand is, what exactly is the result we get after step (1)? i.e how exactly do i visualize [x, y, z, z/d] as? I'm not able to figure this out. Can anyone please help me out on this? Thanks in advance!
  4. Thanks a lot for the reply EndersGames. That was a lot of information. Just what i wanted to know. Well i actually am trying to build a scene. It involves a terrain and multiple objects too and with user movement. What would you suggest? Is it better i render the entire terrain? OR Shall i split the terrain into pieces and render them separately as you had suggested(ie depending on the user's location). >>>You only need to load 3 and draw them multiple times on the road Will that work fast? i mean rendering them multiple times? Thanks. [b] [/b] [b] [url="../../user/176637-endersgames/"] [/url][/b]
  5. Hello Everyone, Well, last year, we had a course in Computer Graphics (with OpenGL as the API). i have some experience programming in OpenGL. Now here is my doubt: i was recently playing GTA SanAndreas.(Nice game!). i was wondering how the scene is handled. What i mean is, there is so much data including 3D models in the scene. How are they exactly rendered. For eg: this is what i generally do: /* set up projection and modelview matrix */ // now specify vertices. /* Finish */ Well, in a huge game like San Andreas, we have so many models(lets assume they are .obj files). Is this how it is done? /* set up projection and modelview matrix */ /* model object 1 */ /* model object 2 */ /* model object 3 */ /* model object 4 */ /* model object 5 */ /* Finish */ But aren't there so many models to be loaded? Are all models loaded at once and rendered? But that would mean huge amounts of data right? Can anyone please clarify how exactly its done? Thanks.