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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.

NuclearTide

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About NuclearTide

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  1. I've read the first three chapters of OpenGL 4 Shading Language Cookbook and re-implemented all of the examples in my own object-oriented, C++11 wrapper, but I still feel like I've only touched the tip of the iceberg in graphics programming. So in order to better myself, I've scoured the web and compiled this list of good learning resources: Real-Time Rendering The authority on the subject. Mathematics for 3D Game Programming and Computer Graphics Best math reference. OpenGL 4 Shading Language Cookbook + OpenGL Development Cookbook These two books are great for learning OpenGL by example, supplemented by the OpenGL wiki and OpenGL API docs. In particular, OpenGL 4 Shading Language Cookbook provides a nice segue into Texturing and Modeling: A Procedural Approach. The OpenGL spec + Red Book + Blue Book Seems like all you really need is the OpenGL spec. The Blue Book has some good explanations of lighting, but you could also find that in Real-Time Rendering. Starter tutorials like Learning Modern 3D Graphics Programming, open.gl, opengl-tutorial.org, and the OpenGL Meta-Tutorial These all cover roughly the same ground. opengl-tutorial.org has the best explanation of matrix transformations. GPU Gems + GPU Pro + ShaderX + OpenGL Insights These are books about advanced techniques. /r/OpenGL, /r/WebGL, the OpenGL forums, gamedev.net's graphics forums, ##OpenGL, Twitter Some graphics programming communities. Shader School I don't find this all that useful, since most of these techniques are covered in books. If anything, it's a nice interactive introduction. Shadertoy Loads of cool fragment shaders here. stackgl Cool group of developers here. http://www.p1xelcoder.com/links Even more resources. Procedural Content Generation in Games This is not specific to graphics, but is closely related. Even though I have a good idea of what I'm doing, it's discouraging to see a gigantic stack of books and resources that would take me a very long time to get through. Do people actually read a gigantic stack of books to become a pro at this? Or is it better to skim the books and work on graphics demos that build your knowledge over time, only diving into the stack of books when necessary?   Ultimately, my understanding is that graphics programming is the art of bending a real-time rendering pipeline to your will. It's insanely cool, and for me working on something insanely cool is a goal in and of itself. Do I have the correct big-picture mindset, and am I going down the right path?
  2. In response to Ultimoore: sounds great! Add me on Google Talk guys, it's nucleartide@gmail.com. I'm gonna put this on Google Calendar so I don't forget.
  3. Hey, I'd be up for this! I'm running Ubuntu 12.10, I know C++ (the basics, I haven't explored the advanced C++11 features yet), and this would be a great way for me to get into low-level SDL and OpenGL. EDIT: I forgot to mention that I use PyGame at the moment, which gives me an incentive to learn the underlying SDL.
  4. I spend countless hours [i]reading[/i] about game development and programming, but not actually [i]doing[/i] any game development and programming. This is a big issue of mine. I started programming a year and a half ago, and I developed this habit of reading and getting pointlessly excited instead of doing. I'm determined to break this habit. I think I lack specific, measurable, attainable goals, and I want to take my game development abilities seriously. To this end, I made a ripoff of a [url="http://www.photonstorm.com/archives/2247/flash-game-dev-tip-12-building-a-retro-platform-game-in-flixel-part-1"]2D platformer level in Flixel[/url] by simply changing the sprites and background color. Nothing amazing, and I learned nothing from the experience. Members of gamedev.net, I would like some advice. I want to make and [i]finish[/i] games, and I understand I will have to start as small as necessary and work my way into more complex projects. I understand that C++ is the industry standard, but that choice of language is irrelevant; besides, I have taken a liking to C# and XNA. With my ultimate goal of being able to implement my [i]own[/i] game ideas, what are some classic game designs to implement in order to get my skills up to par? I include a list below, and I would be grateful for any advice! [list=1] [*]Pong [*]Arkanoid [*]Tetris [*]1942 [*]Mario-type platformer [*]Pacman [*]Roguelike [*]Wolfenstein 3D [*]3D games [/list] The idea would be for me to implement these games and post them here for feedback.