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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 lildragon555

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  1. [quote name='lc_overlord' timestamp='1308422445' post='4824852'] no. [/quote] Well I'm sorry for trying to help...it seems like this forum is dead so I thought it'd be okay to try and help with the little knowledge I have
  2. [quote name='docpunk' timestamp='1308387613' post='4824752'] I was very proud to get lesson 10 working in LWJGL and its now working as presented. I'm now trying to learn how to place objects in the world and rotate them individually and independently from the world. Based on what I've read with openGL. That is what the distinction between MODELVIEW and PROJECTION matrix modes is for. Lesson 10 seems to rotate the entire world as one big model with MODELVIEW. So what i'm confused about is if I was to attempt to add a quad to the middle of the level and then rotate it with glRotatef that would rotate not only the quad but all of the walls, floors and everything else that is part of the scene. Not just the quad like I would like to try and do. Since the heading and looking angle appear to be taken care of only by the below two lines: GL11.glRotatef(lookupdown, 1.0f, 0, 0); GL11.glRotatef(sceneroty, 0, 1.0f, 0); I thought a good solution would be to change them to this: GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glRotatef(lookupdown, 1.0f, 0, 0); GL11.glRotatef(sceneroty, 0, 1.0f, 0); GL11.glMatrixMode(GL11.GL_MODELVIEW); However this causes the level to look normal at first but if I try to do anything that involves rotating it makes the level start spinning out of control. Any idea how I can conquer this one? Thanks a lot I do appreciate the help. [/quote] Don't you have to do glPushMatrix() and glPopMatrix() whenever you do any rotations, translations, or scaling? So it'd be [code] glPushMatrix(); GL11.glRotatef(lookupdown, 1.0f, 0, 0); GL11.glRotatef(sceneroty, 0, 1.0f, 0); glPopMatrix(); [/code] Also, after looking at lesson 10, it looks like you rotate everything to move around...that isn't going to be very good once you have a lot of things... I learned to use gluLookAt(), which sets up a camera pretty much..
  3. I understand the tutorial and can probably could implement stuff myself, but when I try to run the code, it doesn't seem to work. I just get a white background in my menu and nothing happens. Could it be because I'm using GLUT for most of the stuff?
  4. [quote name='Brother Bob' timestamp='1305933281' post='4813680'] The vertices of your all your quads are defined in a zig-zag order, like a Z, and not clockwise or counter-clockwise around the quad. The order of your vertices are very important. It should be enough to swap the order of the last two vertices of all quads to at least have the vertices define a proper quad. There may be other problems, such as inconsistent winding order and backface culling, that will break your cube. [/quote] Thanks man...didn't know the vertices had to be in order...
  5. [quote name='bluntman' timestamp='1305927623' post='4813650'] All polygons are broken down into triangles before rasterization on the graphics card. So when you switch to wireframe rendering (which I am guessing is how you saw the triangles) you will see the edges of the finally rendered triangles. I believe there is a method to stop these from being rendered by flagging edges on your model for display. [/quote] No it isn't in wireframe mode...it's in fill mode...
  6. I attempted to create a simple box just placing points...but for some reason they come out as triangles instead of quads... Any idea? [code]//Top glBegin(GL_QUADS); glVertex3f(0.0f, -4.0f, 0.0f); glVertex3f(5.0f, -4.0f, 0.0f); glVertex3f(0.0f, -4.0f, -5.0f); glVertex3f(5.0f, -4.0f, -5.0f); //Bottom glVertex3f(0.0f, -2.0f, 0.0f); glVertex3f(5.0f, -2.0f, 0.0f); glVertex3f(0.0f, -2.0f, -5.0f); glVertex3f(5.0f, -2.0f, -5.0f); //Left Side glVertex3f(0.0f, -4.0f, 0.0f); glVertex3f(0.0f, -4.0f, -5.0f); glVertex3f(0.0f, -2.0f, 0.0f); glVertex3f(0.0f, -2.0f, -5.0f); //Right Side glVertex3f(5.0f, -4.0f, 0.0f); glVertex3f(5.0f, -4.0f, -5.0f); glVertex3f(5.0f, -2.0f, 0.0f); glVertex3f(5.0f, -2.0f, -5.0f); //Front Side glVertex3f(0.0f, -4.0f, -5.0f); glVertex3f(5.0f, -4.0f, -5.0f); glVertex3f(0.0f, -2.0f, -5.0f); glVertex3f(5.0f, -2.0f, -5.0f); //Back Side glVertex3f(0.0f, -4.0f, 0.0f); glVertex3f(5.0f, -4.0f, 0.0f); glVertex3f(0.0f, -2.0f, 0.0f); glVertex3f(5.0f, -2.0f, 0.0f); glEnd(); [/code]