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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. Ok thanks. This really helped me. I'm also glad that I'm just overthinking it instead of making some huge mistake that will take me another week to learn how to fix it.
  2. I was wondering what is the advantage of using a Vertex Buffer Object with Index Buffer Object in OpenGL in respect to rendering models. From the way I've done it, more memory is being used because with the .obj file format has vertices, vertex normals, and vertex textures all split up then brought togethor in faces. The way I do VBO and IBO I use the glVertexAttribPointer function and define offsets for the vertex, vertex normal, and vertex texture which is not the way that the .obj file seperates its data. This, for me, makes the VBO IBO pair less efficient that just using a VBO. Is this the only way to do it or is there another way to use an IBO to make it act more in the way an obj file works? P.S. sorry if my wording is bad I'm still learning OpenGL and I don't know the terminology very well.
  3. I am having trouble trying to figure out aabb collision detection. I am trying converting the code from this tutorial ([url="http://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?page=3"]http://www.gamasutra...ames.php?page=3[/url]) to java/groovy but it doesnt work. I have checked through the code several times and I could not see any logic errors caused by translation. I was wondering if anyone could point out or suggest what might be wrong with it. the main collision class with the problem that I am having. [code]//this class is made in groovy to take advantage of overloading constructors public class Collision { public static boolean collide(AABB first, AABB other, Float u0, Float u1){ //AABB class contains 3 vectors //location - the x, y, z location //extents - the extents of the bounding box //sweep - the distance traveled that frame Vector va = new Vector(first.sweep); Vector vb = new Vector(other.sweep); Vector v = vb - va; Vector v0 = new Vector(0.0f, 0.0f, 0.0f); Vector v1 = new Vector(1.0f, 1.0f, 1.0f); if(overlap(first, other)){ u0 = 0.0f; u1 = 0.0f; return true; } for(int i = 0; i < 3; i++){ if(max(i, first) < min(i, other) && v[i] < 0) v0[i] = (float)((max(i, first) - min(i, other) / v[i])); else if(max(i, other) < min(i, first) && v[i] > 0) v0[i] = (float)((min(i, first) - max(i, other)) / v[i]); if(max(i, other) > min(i, first) && v[i] < 0) v1[i] = (float)((min(i, first) - max(i, other)) / v[i]); else if(max(i, first) < min(i, other) && v[i] > 0) v1[i] = (float)((max(i, first) - min(i, other)) / v[i]); } u0 = Math.max(v0.x, Math.max(v0.y, v0.z)); u1 = Math.min(v1.x, Math.min(v1.y, v1.z)); return u0 <= u1; } private static boolean overlap(AABB first, AABB other) { Vector T = other.location - first.location; return Math.abs(T.x) <= (first.location.x + other.location.x) && Math.abs(T.y) <= (first.location.y + other.location.y) && Math.abs(T.z) <= (first.location.z + other.location.z); } private static float max(int i, AABB bla){ bla.location[i] + bla.bounds[i]; } private static float min(int i, AABB bla){ bla.location[i]; } }[/code] the class that handels the vectors it is a wraper class for vector3f letting me overload operators [code]class Vector extends Vector3f { public Vector(float f, float g, float h) { super(f, g, h); } public Vector(Vector3f a){ super(a); } public Vector plus(Vector other){ return new Vector((float) (x + other.x), (float) (y + other.y), (float) (z + other.z)); } public Vector minus(Vector other){ return new Vector((float) (x - other.x), (float) (y - other.y), (float) (z - other.z)); } public Float getAt(Integer i){ if(i > 2 || i < 0) throw new IndexOutOfBoundsException("Vector index out of bounds"); switch(i){ case 0: return x; case 1: return y; case 2: return z; } } public void putAt(Integer i, Float a){ if(i > 2 || i < 0) throw new IndexOutOfBoundsException("Vector index out of bounds"); switch(i){ case 0: x = a; return; case 1: y = a; return; case 2: z = a; return; } } public static Vector downcast(Vector3f down){ return new Vector(down.x, down.y, down.z); } }[/code]