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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 TobiasK

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  1. Personally, if the text is perfectly understandable I consider correct grammar to be unimportant. GuardianX has put great effort into writing an article that will help a lot of peple, and picking on his language skills seems, to me, a bit counterproductive if you want to him invest more time into helping people learn.   GuardianX: Great job!
  2. I started learning programming by making games, and I know a lot of people who has aswell. Sure, this was back in the days when games were A LOT simpler (middle of the 80s), but there's absolutely nothing bad about learning by making games.
  3. No, they're always 0. I'm starting to suspect this is an issue with Win8...
  4. I compiled the shader with Debug and SkipOptimizations, are there any other flags I need to set?
  5. As I'm getting back into coding again after a break since before DX10, I'm currently struggling to get the most fundamental things working. One of my problem is that a quad I'm rendering refuses to render in anything but black. I've tried using the HLSL debugger to see what my very simple vertex shader does, but it's kind of useless... Please see the attached picture. Can someone explain why the left pane shows the correct data, but the watches in the debugger shows everything as 0 ? Is there a fix for this?   [attachment=14456:Untitled.png]
  6.   I was going to write something, but I'm still in a very happy place after reading the above, so... I'll bbl :)
  7. On a PC it's kind of pointless really, as we have the hardware to use an alpha channel. On handhelds masking is still a must, but in a year or two it'll probably be useless there as well.
  8. Hi all, I've been away from coding for a long, long time. Or well, I haven't been away really, I've just focused more on enterprise apps and other boring junk, but the effect is the same; I don't remember where to find anything anymore. I've decided to get back into real-time rendering, and I have a very basic renderer up and running. I want to find out what's been going on in the years I've been away, so can someone tell me where to find good papers and articles on rendering?