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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.

sevenfold1

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  1.   That is simply untrue.  It takes over 5 seconds to write a large 4096 x 4096 compressed PNG using libpng.  
  2.   Speed tradeoff.  Uncompressed format is of course the fastest way to read/write.
  3.   Blocks are first sorted by height, so you will never insert a smaller block before a larger block. If insertion fails, then you may have to re-initialized it with a slightly larger tree, and start over again.  
  4. This is a very good article to read. It talks about fast and efficient dilation algorithms. Includes pseudo code too: http://blog.ostermiller.org/dilate-and-erode
  5. I think it's just a ploy.  Trump needs a reason to stay in power for 8 long years, and it's going to take a long time to build a wall across the entire California + Arizona + New Mexico + Texas border.  4 states!  That's an insane waste of money, time, and resources.
  6.   The American people were given a choice, one that doesn't come up very often.  To choose between a politician or a celebrity.  They chose a celebrity. Celebrities outrank politicians 10 to 1 in their popularity. You would never think Arnold Schwarzenegger, of Terminator fame, would be future governor of California for 8 years?  Ronald Reagan was also a celebrity, a Hollywood B-actor.  He was President for 8 years.  Hell, the American people are so enamored with celebrities, they would pick Bill Gates, Tim Cook, or even Kayne West as president.     Based on that, I will make a predication that Trump will be President for 8 long, disgusting years.
  7. From the docs: "For this technique to work, the two models you are morphing between must have identical vertex counts, and the vertices must correspond to each other." Thanks, but my main issue is that I need to first establish a correspondence between two different sets of vertices. After that, everything becomes simple.
  8. Sorry, this isn't a visual effect, so I can't use any hacks. It's a general application of mesh processing. It has to be a real morph. I'm trying to morph two humanoid figures, so they do share similar features. I was thinking about projecting both meshes to an unit sphere, but I'm not sure how to match up vertices where the triangles overlap (caused by cavities around the nose, mouth, ears, fingers, etc..). Overlapping triangles would give multiple vertex matches. Is it really necessary to map each mesh to a domain where triangles don't overlap?
  9. Thanks, I think spherical parameterization might help here. But I need to research it a bit more. Might have problems with overlapping faces. I think if the points get smoothed out, the similarities between the two meshes will get lost. If I have to smooth out the points, I would also like to preserve symmetry as well. Is it possible to pin two points (say the poles) to preserve symmetry, or at least pin one point to maintain a point of reference?
  10. Does anyone know of a 3D modelling program or open-source library that can take two arbitrarily shaped 3D meshes, that don't necessarily have the same vertex counts, and transform one mesh into the other, without adding or removing vertices? I would not specifically call it mesh morphing, as I think that requires a 1:1 mapping of vertices, although its related. But, anyway, I would like to find something that works, rather than try to write it myself. The math involved may be over my head. I would like to morph one mesh into another, but before I can do that, I need to create some kind of mapping that says this vertex morphs into that vertex, and so forth.
  11. OpenGL has no audio capabilities.  You need a 3rd party library to handle sounds.
  12. OpenGL

    What about the end user who never updates their graphics driver? Will my program fail to run if no Vulcan driver found?
  13. OpenGL

    Maybe I missed it, but how will Vulcan get installed on my computer? Will the drivers come straight from nVidia? Is that a requirement?
  14. The guy is Canadian. He says the word "array" like "a-ray" and not "air-ray". That's how Canadians speak, eh? :)
  15. There is no drinkable water on Mars. It's filled with brine, which is just another word for salt water. So, I hope you enjoy drinking salt for breakfast, lunch, and dinner. Tasty.