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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.

SH code

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  1. [quote name='Krom Stern' timestamp='1346698888' post='4976148'] Not sure if this is ontopic, so please ignore if it is. Did you thought about non-rectangular tiles? They are still in 2D, but Y axis is affected by vertices "height". Ligh'n'shadow does the rest of the magic. Thats how we do it in our game (see attachment) [/quote] ...is that a remake of knights&merchants, or something similar? oh please, do tell me that it's going to have skirmish...
  2. not sure if i really understand what are you trying to do, but if it's about applying pixel shader to the "part" of image, while drawing it whole and unscaled, i wanted to do something similar in one project, and though i haven't tried it yet, i had an idea to use GraphicsDevice.Viewport. It's usually used to draw two/more views/cameras when doing a split-screen game, e.g. you set the viewport to "cover" one half of screen, draw your scene as usual using camera of player1, then set the viewport to other half, and draw the scene as usual, exept using camera of player2, which implies that the shader is used&mapped only to the current viewport which it treats as a whole screen. in your case, you should be able to draw whole scene to backbuffer in your case, then set the viewport just to the part where you want the shader applied, grab that part of backbuffer, and draw it through the ps as if it were your whole backbuffer, exept you'll probably have to supply it just the relevant part of image/texture. i'm not really sure whether i understand what you want to do, or whether this really solves your problem, but there's a chance of it, or at least i may have pointed you in the right/usable direction(?)
  3. [quote name='Nebx' timestamp='1300169396' post='4785937'] Any idea? [/quote] how i would do it (not saying it's a good idea, not sure about the performance, but i'm trying to do something similar this way): preprocess your map, give every tile a "visible" bool property, and when loading, set it - you know which tiles are closer to screen, and how high are they, and how much tiles "UP" you have to draw to cover one tile behind it, so you can do it. then, at draw-time, or when camera moves, first query your array for tiles which are in the area that are in the view - if you've got the tiles in array, figure how much camera can see, and loop only through that part of array), and draw only if "visible" bool property is true. but as gentleman above me already wrote, the "do not draw tiles obscured by other tiles" shouldn't be much of an issue, the more important (and simpler) one is "do not draw tiles that are offscreen".