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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. A little status update after one month, to say that we've been progressing with a stack of new tutorials The latest one is how to implement a nifty [url="http://en.wikibooks.org/wiki/OpenGL_Programming/Mini-Portal"]teleporter system[/url] as in Portal!
  2. Thanks andy_boy, much appreciated! There's still room for improvements in the tutorials, so if you feel that more maths explanations are needed in a tutorial, feel free to leave a comment on that page
  3. I eventually moved VBOs in the 2nd tutorial. - That way, the 1st tutorial remains as simple as possible, - I just came across a client-side array in an Android NDK OpenGL ES 2 sample, so I thought it would be fair to present both ways to the reader. Aside from that we've been progressing with Phong lighting and 3D function plotting Brother Bob: keep posting comments and don't worry, I'm pretty sure other people had the same thought but just didn't tell ;)
  4. I went ahead and reimplemented the tutorials with Vertex Buffer Objects from the start. It's actually more simple that way, even if the first tutorial is slightly harder
  5. Thanks for your comment. In OpenGL 2 you can either: - pass a C array of coordinates (what the tutorials start with), or - create a VBO (which is introduced later, and already used in the scientific tutorials). Compliant already What's deprecated is using immediate mode with glVertex* functions
  6. I mentioned that we chose OpenGL 2 because that's what is available [i]now[/i], in mobile devices (OpenGL ES 2), on the web (WebGL), and also on desktop (OpenGL 2) Indeed you have more cutting edge (3/4.x) version on desktops, but only on desktops. We'll gladly upgrade whenever OpenGL 3 and 4 gain more widespread availability. I used the term "modern" to distinguish from the 1.x series of tutorials that represent most of the available documentation on the net (including NeHe's), as in Joe Groff's [url="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html"]Intro to modern OpenGL[/url]. The code is meant to also work on OpenGL ES 2 which does not offer old-style functions at all. I don't see where there's a mix of old-style and new-style functions in the tutorials - where did you see this?
  7. Hi! A few OpenGL lovers and I are writing a completely new set of OpenGL tutorials [url="http://en.wikibooks.org/wiki/OpenGL_Programming#Modern_OpenGL"]http://en.wikibooks....g#Modern_OpenGL[/url] We start straight with shaders, and replace all legacy 1.x functions with 2.x replacements (we also have a section on upgrade tips). We stick to OpenGL 2.x core profile / OpenGL ES 2, which is now widely available in mobile and desktop platforms. The tutorials are influenced by NeHe's DIY style (and flying cube!), but start anew and follow a different structure. We also have a section on non-gaming topics such as Scientific visualization. The tutorials are under the Creative Commons CC-BY-SA, and the code samples are placed in the public domain, and available from the gitorious repo: [url="https://gitorious.org/wikibooks-opengl"]https://gitorious.org/wikibooks-opengl[/url] What do you think? What topics are you interested in? [right][url="http://en.wikibooks.org/wiki/OpenGL_Programming#Modern_OpenGL"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/7/70/OpenGL_Tutorial_Cube_primary_colors.png/150px-OpenGL_Tutorial_Cube_primary_colors.png[/img][/url][url="http://en.wikibooks.org/wiki/OpenGL_Programming#Modern_OpenGL"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/b/bd/OpenGL_Tutorial_Teapot_control_points.png/150px-OpenGL_Tutorial_Teapot_control_points.png[/img][/url][url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/2/24/OpenGL_Tutorial_Graph_04.png/150px-OpenGL_Tutorial_Graph_04.png[/img][/url][url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/a/af/OpenGL_Tutorial_Graph_05.png/150px-OpenGL_Tutorial_Graph_05.png[/img][/url] [url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/2/25/OpenGL_Tutorial_Stencil.png/150px-OpenGL_Tutorial_Stencil.png[/img][/url][url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/3/39/OpenGL_Tutorial_Lighting_Phong.png/150px-OpenGL_Tutorial_Lighting_Phong.png[/img][/url][url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/OpenGL_Tutorial_Bounding_box.png/150px-OpenGL_Tutorial_Bounding_box.png[/img][/url][url="en.wikibooks.org/wiki/OpenGL_Programming"][img]http://upload.wikimedia.org/wikipedia/commons/thumb/0/0f/OpenGL_Tutorial_Mini-Portal.png/150px-OpenGL_Tutorial_Mini-Portal.png[/img][/url][/right]