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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.

jsvcycling

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  1.    Actually, they are using Voxel Global Illumination (VXGI) which seems to be very similar to Sparse Voxel Octree Global Illumination (SVOGI) which was first published by Cyril Crassin of NVIDIA in 2011.   From the NVIDIA page on the technology behind VXGI:   VXGI is not a Direct3D 12 specific feature, in fact, SVOGI it was first implemented in OpenGL 4.x and Direct3D 11. Though the technology has (mostly) been available for years, NVIDIA's Maxwell graphics architecture is the first of its kind to have "built-in" support for the technology.
  2. I'm actually working with UE4 on my current project and I've had a great experience with it so far. With that said, I don't think it'll fit you well with you based on your OP.   UE4 is built more as an all-inclusive framework that you game is built on top of rather than a library that is built into your game. So for you it'll seem just like Unity where they require you to use their style of framework; this is the exact same approach UE4 takes. Also, although UE4 has the source available to subscribers, it is by no means minimalistic as all the core components of the engine are rather tightly knit together. Lastly, if you found Unity's GUI system painful, then you will find UE4's Slate system even more painful. The only way to get a "good" UI system into UE4 is essentially what would need to be done with Unity which is purchase a 3rd-party GUI framework (Scaleform and Coherent UI are the two big ones for UE4 thus far).   I'm not saying UE4 is a bad engine (heck I use it myself), but I'm just saying that it's not going to fit your needs/wants.
  3.   In order to contribute to UT, you'll need to stay on with a subscription or you will lose access to the UT GitHub repository.
  4. I regularly switch between several languages and APIs. For the languages I use the most (C, C++, C#, Java, JavaScript, PHP, Python, and Haskell) I have a quick reference sheet that has some of the common techniques and styles that are specific or noteworthy to that language. For APIs, I also have references for some of my more commonly used methods or classes in some of my regularly used APIs. I also have at least 1 book for each language or API (if there is a book for it) nearby so I can pull it out and use it if my quick reference sheet doesn't provide enough detail.   I also like to comment my code regularly, especially when using 3rd-party libraries.   Plus there's always the internet and I have a bookmarks folder for all the reference pages for just about every API I use regularly.
  5.   The shaders seem to be written in HLSL using the internal Material Editor. The HLSL is compressed so you cannot access it from the file system (you must use the Show HLSL option in the Material Editor). The HLSL is converted to GLSL when packaging for the OpenGL rendering target (or when running on OS X). This is the same way it was done in UE3/UDK.
  6. Sadly, I'm discontinuing my Direct3D 11 series until further notice. Between work and school, I just can't seem to find the time to work on it. :(