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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. Hello, im in the process of attempting to teach myself OpenGL programming but so far all i've managed to do is become extremely confused. I have a few questions, they are probably pretty silly and i apologize but still, any help would be appreciated! From my experiments and what i've read before using any OpenGL function calls and such an "OpenGL context" is required. Im a bit puzzled as to what this actually means, my initial thought was that this would just be a window capable of displaying pixel data, but clearly there is something more to it. What actually defines a window as being an OpenGL context? How does OpenGL know if a window is a valid OpenGL context? Lets say on operating system X i've used the native API to create a window, what steps would i then need to take to make it capable of displaying openGL data, do native api's include special openGL settings or something? Currently im using SFML to abstract the creation of an OpenGL context and it works perfectly but i'd still like to have a at least vague idea of the inner working that are going on... For example SFML 1.6 does not work with OpenGL 3.0+ whereas SFML 2.0 does, i don't understand this, why is displaying the pixels rendered by OpenGL so complicated that compatibility becomes an issue? Thank you for any help, and im sorry that my writing is not very good!
  2. Hello, I've been looking at SDL and it seems like a nice way to easily start creating basic games, but before i commit to learning it i have a couple questions. Would learning SDL be useful in the long term? Obviously its great for transitioning from console c++ to graphics and such (from what i have read) but is that all its good for? Is it only really used as a learning/simplicity tool? Or is it used actively in the industry? Also is SDL the definitive best option for a game interface layer gui library thingy? How about qt, wxwidgets or native APIs such as win32? (i suppose this is related to the first question) This is with OpenGL btw Thanks!
  3. [size="3"][size="3"]Hello, I've been considering getting this[/size] [url="http://www.amazon.com/Interactive-Computer-Graphics-Top-Down-Shader-Based/dp/0132545233/ref=sr_1_10?s=books&ie=UTF8&qid=1303305179&sr=1-10"]Book[/url] [font="Arial"][size="3"]Its very new so i haven't been able to find much information about it, but before i commit and buy it i was hoping that someone here might be familiar with it and would be able to let me know if its worth buying. I have the SuperBible 5th but it would be great to have another reference as i progress through OpenGL.[/size][/font][/size][font="Arial"][size="3"] Thanks![/size][/font]
  4. Hello, i'm new to OpenGL and i've been looking for a good place to get started, I've heard a lot of positive things about NeHe's tutorials but i have a question. Considering how old they are and all the depreciated functionality of modern OpenGL, are these tutorials still any good for someone starting GL? thanks!