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      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 BrechtDebruyne

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  1. That's np, I am an undergraduate mathematics student and will eventually cover that. But I'll need to have a bit patience then :)
  2. I am interested in learning about (and possibly implementing) soft body physics. Are there books or articles available that give a detailed overview of the simulation process with academical rigor that you can recommend me? (I may be interested in specialising in this field, so please no books/articles with 'eased'/'fuzzy' math etc) Also, what would the mathematical prerequisites be? Is a college-level introductory analysis/calculus and LA course sufficient? Is it important to have a rigid body simulation engine running before you attempt soft body physics, or are they largely independent?
  3. [quote name='Radikalizm' timestamp='1354114934' post='5004979'] I've seen real-time raytracers done with GPGPU solutions, but no rasterizers as far as I can remember. There's a good reason for a lack of GPGPU rasterizers though, as DX and OGL would always outperform GPGPU solutions as they can use the actual rasterizer hardware, while a GPGPU solution would need to do rasterization completely in software. Maybe there are some obscure use cases where a GPGPU rasterizer would be actually useful, but in general it'd be better to stick with libraries like DX and OGL. [/quote] Well, gonna have to try the gpgpu raytracing then
  4. Another thing I'm wondering, I've been thinking about experimenting with some rendering techniques like rasterization with gpgpu by using something like CUDA. However, I have no CUDA experience and wondering if it would be possible to do so? Could there be certain advantages over just using Dx / GL?
  5. I decided to code my own software renderer, because I think it would make for a great learning experience. And although it will probably stop there for me, I'd like to know if there is still use for software rasterizers today, and what they can be used for? Can they be used for anything besides systems that lack a GPU? And what are the most important target devices today that lack a GPU?
  6. int main() { std::cout << "Hello World!" << std::endl; return 0; }
  7. std::cout << "hello world!";
  8. std::cout << "hello world!";
  9. std::cout << "hello world!";
  10. What are the advantages and disadvantages of multi-stream multi-index rendering? (as is done in a d3d10 sample) Is it often used in graphics engines? When should I bother to implement it?
  11. Thanks, cleared up all my questions
  12. I am aware that there is a sample on working without FX in the samplebrowser, and I already checked that one. However, some questions arise: In the sample: [CODE]D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = g_World; mView = g_View; mProj = g_Projection; mWorldViewProj = mWorld * mView * mProj; VS_CONSTANT_BUFFER* pConstData; g_pConstantBuffer10->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pConstData ); pConstData->mWorldViewProj = mWorldViewProj; pConstData->fTime = fBoundedTime; g_pConstantBuffer10->Unmap(); [/CODE] They are copying their D3DXMATRIX'es to D3DXMATRIXA16. Checked on msdn, these new matrices are 16 byte aligned and optimised for intel pentium 4. So as my first question: 1) Is it necessary to copy matrices to D3DXMATRIXA16 before sending them to the constant buffer? And if no, why don't we just use D3DXMATRIXA16 all the time? I have another question about managing multiple constant buffers within one shader. Suppose that, within your shader, you have multiple constant buffers that need to be updated at different times: [CODE]cbuffer cbNeverChanges { matrix View; }; cbuffer cbChangeOnResize { matrix Projection; }; cbuffer cbChangesEveryFrame { matrix World; float4 vMeshColor; };[/CODE] Then how would I set these buffers all at different times? [CODE]g_pd3dDevice->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer10 );[/CODE] gives me the possibility to set multiple buffers, but that is within one call. 2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?
  13. That's just *insert f word* awesome! Thanks a lot