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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. The day after I started this thread, I came down with the flu. Right before finals too; lucky me. Thank you both for your replies, I'll dive into the code this weekend and get it fixed. I never liked using the tokenizer or object loader. They came from a book which has revealed itself to have more than a couple problems with its code examples. Ultimately I want to write a utility to convert from Collada to a binary format that I can copy directly into buffers, but that's pretty far down the list of things I want to implement. Thanks again for the help
  2. I've been trying to make time to look into this for several weeks now, but graduate studies, work, family, etc, don't leave enough time for personal projects, so I'm turning to gamedev to hopefully point me in the right direction, or even show me the obvious problem I introduced originally. This project is mostly a collection of sub-projects and implementations of ideas and techniques, so please excuse the messy/naive code, but I always welcome constructive criticism. My initial thought was the texture coordinates are wrong, but they appear correct on a quick check in 3ds Max. The screenshot has some notations, I'm also using an object loading that's slightly modified from one I found in one of the DirectX11 game books (.obj is a stop gap until I can write my own format). Please let me know if I've forgotten something. [CODE] #pragma pack(push, 1) private: struct VertexType { XMFLOAT3 position; XMFLOAT2 texture; XMFLOAT3 normal; }; #pragma pack(pop) bool Mesh::InitializeBuffers(ID3D11Device* device) VertexType* vertices; unsigned long* indices; D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc; D3D11_SUBRESOURCE_DATA vertexData, indexData; HRESULT result; int i; vertices = new VertexType[m_vertexCount]; if (!vertices) return false; indices = new unsigned long[m_indexCount]; if (!indices) return false; for (i = 0; i < m_vertexCount; ++i) { vertices[i].position = XMFLOAT3(m_mesh[i].x, m_mesh[i].y, m_mesh[i].z); vertices[i].texture = XMFLOAT2(m_mesh[i].tu, m_mesh[i].tv); vertices[i].normal = XMFLOAT3(m_mesh[i].nx, m_mesh[i].ny, m_mesh[i].nz); indices[i] = i; } bool Mesh::LoadMesh(WCHAR* meshFilename) { bool result; float *verts, *norms, *texCoords; int i; m_objLoader = new ObjLoader; result = m_objLoader->LoadFromFile(meshFilename); if (!result) return false; m_vertexCount = m_objLoader->GetVertexCount(); m_indexCount = m_vertexCount; verts = m_objLoader->GetVerticesPtr(); norms = m_objLoader->GetNormalsPtr(); texCoords = m_objLoader->GetTexCoordsPtr(); int vIndex = 0; int nIndex = 0; int tIndex = 0; m_mesh = new MeshType[m_vertexCount]; for (i = 0; i < m_vertexCount; ++i) { m_mesh[i].z = verts[vIndex] * -1.0f; // Correct vertex winding vIndex++; m_mesh[i].y = verts[vIndex]; vIndex++; m_mesh[i].x = verts[vIndex]; vIndex++; } for (i = 0; i < m_objLoader->GetTexCoordsCount(); ++i) { m_mesh[i].tu = texCoords[tIndex]; tIndex++; m_mesh[i].tv = texCoords[tIndex]; tIndex++; } for (i = 0; i < m_vertexCount / 3; ++i) { m_mesh[i].nx = norms[nIndex]; nIndex++; m_mesh[i].ny = norms[nIndex]; nIndex++; m_mesh[i].nz = norms[nIndex]; nIndex++; } if (m_objLoader) { m_objLoader->Shutdown(); delete m_objLoader; m_objLoader = 0; } return true; } [/CODE]
  3. Before I turned to programming, I was an (American) English teacher, with a corresponding degree in English. I believe this pretty piece of paper means I'm allowed to decide what is a word and what isn't (it's somewhere in the fine print). Therefore, I am making myself available for evaluation of any words you come up with, pro bono of course. ;)
  4. http://www.two-kings.de/ may be of use to you. I've only just skimmed through it, so I can't attest to the quality of code or ease of understanding, but hopefully you can find something helpful there,
  5. When I was quite young, my dad tried to get me interested in programming using basic on a TRS-80 4P (still sitting in a closet back home). I was too interested in playing in the dirt and taking apart the hardware for a few years, so I didn't focus and learn anything really significant until I was a teenager. In middle and high school, I did my share of HTML and PHP to get web sites and rudimentary forums up, but again distractions (this time it was cars and girls) made programming less than a priority. When WoW came out, I got into Lua, but didn't branch out of that application. It wasn't until I had my BA in English and working on an MEd that I finally sat down and dedicated time to learning how to seriously program. My parents, who had suggested computer science as a path of study when I was a teenager, gave Stephen Prada's C++ Primer Plus to me for Christmas. After that, I was hooked on not just learning how to program, but how computers work on every level. After my first semester of teaching high school, I realized that creating software was a passion and not just a hobby. I'm now solidly into a computer science masters program, and learning far more than I ever thought I was capable of. It's a downright cathartic experience. [i]That English degree wasn't totally wasted,[/i] ;)
  6. When I first started writing applications that I considered more than trivial, I spent a fair amount of time worrying about people stealing my code as well. As many have stated here, it's impossible to completely secure code, and I've come to believe it's actually not worth spending much time trying either. To me, if someone is stealing my code, they probably didn't have the ability to develop it themselves, and will likely end up with an obviously inferior product as a result.