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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.

bimm

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  1. I thought it might be interesting for some to see an older system being programmed [in assembly]. It's a bit of a boring part at the moment (reading documents), but the goal is to create an MSX audio/music driver that is tracker friendly. Stream: [url="http://www.twitch.tv/mukunda_"]http://www.twitch.tv/mukunda_[/url] If I'm playing Diablo then check back later. :-)
  2. Thanks a lot, this is much better than the code I shoveled into my shader... I didn't even notice that my figure was actually a triangle lol
  3. unfortunately my math skill is a bit lacking I need to find the latitude and longitude of the intersection of a ray coming from the center of a sphere to the radius/surface. What I have right now is lat=atan(z,x) and lon=asin(y) (after normalization) Now this doesn't provide a very convincing sky-sphere, since usually you aren't in the core of the earth. What I want to do is move the origin of the ray upward closer to the surface. I guess this only changes the longitude, and it can be computed with a table. I just need a formula to convert angle a to b, [url="http://imageshack.us/photo/my-images/405/problem1a.png/"]http://imageshack.us.../problem1a.png/[/url] edit: and what is known is 'a' (or the actual ray), the radius of the sphere, and Y or height of the ray from the center of the circle
  4. I have around 4000 buffers that need to be drawn, and I change my shader uniform 'translation' value before each drawing. Should I just store the entire translation+position in the vertex position instead to avoid changing that uniform rapidly? (it would require a larger position datatype to hold the range)
  5. Just a couple questions that have been bugging me... I'm wondering what kind of impact each of these elements has on the GPU. Small vertex data, non 32/64-byte, does this have a significant performance impact? Some documents say to use 32 bytes but I don't know how up to date they are. I'm also manipulating/creating a lot of the vertex data so small vertexes would definitely help out the CPU side. Floats for data values. It seems a lot of examples/sources use floats as for the data values. Does using other data types for values have any significant slowdown? Any info or documents about these topics would be very helpful, thanks!
  6. I'm trying to use Autodesk's FBXSDK in my project. I know I can load vertex data from a 'mesh' but I'm wondering if this workflow is possible: Load my FBX model into a mesh instance frame loop: Set animation to X frame (with whatever animation API it has, still reading about it) Read transformed (by animation data) vertices directly from mesh instance into vertex buffer Render (animated) model (repeat) Is that how it can work? Or do I have to transform the vertices myself with data from the animation instance? Sidequestion: is the SDK still free for commercial purposes? (given I put a notice in my documents)
  7. I've been working on a new game for the past couple months. I've decided to blog the development progress, so people can see the game mature from scratch to finish. Check it out here!: [url="http://archubos.com/blog"]http://archubos.com/blog[/url] I promise to add more content and interesting posts over the weeks!