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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 samsandeep_e

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  1. As Endurion pointed out just use the bool in the condition for collision. if(g_bBlock[4].m_bActive_three==true) { if(x>=3.0f && x<=5.0f && y>=3.5f && y<=4.0f) { ystep = -ystep; g_bBlock[4].m_bActive_three=false; } } But trust me, there are much more efficient ways of detecting collision and removing the blocks.  The one you are using is probably the easiest but not accurate in many cases.
  2. Hi, I'm working on 2d top down car racing game.  Could anyone tell me the simplest way of the detecting the collision between the car (rectangle) and the track edges(lines).  The logic I'm currently using is not working as I expected.  I tried to check for line to line collision between the car's rectangle (4 lines) and the track lines.  Also if it not vector based it would be great, so I could use it right away in my  project.         
  3.     Wow awesome.. it works...     Phew..  and it is so simple.. :|
  4. Thank you so much...    I'll try it out and let you know.. :D
  5. Hi,   Could anyone please help me out here?   I have the top left corner co ordinates of a rectangle.  And also the width and height.  Now, say, I want to rotate the rectangle 30 deg with the top left vertex as it s axis.  How do I calculate the four vertices.     I'm trying to do this in opengl without using the glRotatef function, but for some reason the texture gets distorted with the rectangle rotates.   I'm currently using this logic.       currentTopLeftX = Vertices[ 0 ].x; currentTopLeftY = Vertices[ 0 ].y; currentTopRightX = Vertices[ 0 ].x + w*cos(angle*PI/180); currentTopRightY = Vertices[ 0 ].y + w*sin(angle*PI/180); currentBottomRightX = Vertices[ 0 ].x + w*cos(angle*PI/180) - h*sin(angle*PI/180); currentBottomRightY = Vertices[ 0 ].y + w*sin(angle*PI/180) - h*cos(angle*PI/180); currentBottomLeftX = Vertices[ 0 ].x + h*sin(angle*PI/180); currentBottomLeftY = Vertices[ 0 ].y + h*cos(angle*PI/180);    
  6.   Thanks.   I already have the co-ordinates for the track.  I've drawn the track by drawing many bezier curves from quadratic equations, where the last point of the first curve is the first point of the second curve and so on.  I have fixed distance for the width of the track, so i draw the other side as well.  So, i guess i have all the points needed to calculate the collision.  
  7.   Thanks for the reply.   But I'm first looking to check the collision between the track edges and the car, so the car always stays in the track.  Currently there are no AI cars, I'm planning to do that after the car-track collision is fixed.
  8. Hi,   I'm trying to build a simple top down car racing game using SDL, I'm using openGL for rendering.  I've drawn the track using parallel bezier curves and taking the points and drawing them as Quads with texture.  I've got the car physics up and running.   Now, I would like start off with the collision between the car and the track.  Could anyone help me out by giving a simple and practical solution for this.