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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.

noshel

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  1. [quote name='freeworld' timestamp='1317597704' post='4868423'] I do recall, reading that android sdk will scale everything to fit to the screen though. ie, if what you're rendering takes up 1024x768, but your phone only does 720x320. It will stretch/squish the screen to fit the smaller size. So you could pick your target size, ie you could say I want to target the droid 2, and do everything at it's size. [/quote] Yeah thats true, but the problem its about ratio. If i work agaisnt Nexus One, which has aspect ratio 1.333 (i think its was), but then i run my game on a Cell phone with (no matter resolution) aspect ratio 1.5, the view will fit into the screen but out of proportion. [quote name='freeworld' timestamp='1317597704' post='4868423'] ... then stretch/squish that to fit the actual size of the screen, adjusting for different ratios. [/quote] Thats what i dont know how to work with. Do i have to convert all my coordinates/sizes? but when? when the user just define the object? in render time? apply opengl glScale? Thank you for your answer
  2. Hi all! Im having doubts on how to work with different screen sizes. Im giving the left top corner to (0,0), and for the right bottom corner i give (screen_width, screen_height). In this way i always know the size of the screen, and keep the aspect ratio of the objects i draw. But what happens when it try it on a smaller/higher screen? well, i keep having the aspect ratio, but have a look to this example: Screen 1 (landscape): width = 800 height = 400 I draw an object in (780,380), just in the right bottom corner. See screen 2 example: Screen 2 (landscape) width = 600 height = 300 They have same aspect ratio, but if in my code i draw something on (780,380), i some screens it would be visible, and in others it wont. Im thinking in converting coordinates, for example (600*780)/800 = 585, so i have the corresponding coordinates for both screens. But i dont know if this keep the acpect ratio, and i should apply it just not to coordinates, also for object dimensions. Here is how i setup ortho view: [code] public void seUpOrthoProjection(int w, int h) { float[] c_matrix = new float[16]; float[] p_matrix = new float[16]; engine.setScreenWidth(w); engine.setScreenHeight(h); setUpViewPort(w,h); Matrix.orthoM(p_matrix, 0, 0, w, h, 0, -1.0f, 1.0f); Matrix.setLookAtM(c_matrix, 0, 0, 0, 1, 0f, 0f, 0f, 0f, 1.0f, 0.0f); engine.setProjectionMatrix(p_matrix); engine.setCameraMatrix(c_matrix); } [/code] Maybe this is a stupid question, but i dont know what is the way to work with it. Thanks in advance! Regards
  3. Hi all, im implementing a basic 2D engine for Android, just for my own use, in order to be able to reuse the base-code between my game developments. Im neraly new on OpenGL ES 2.0, so i have some doubts about what is better to render, Vertex Arrays or Vertex Buffer Objects. Ive read some (here and other webs) about it, that VBO for static objects, so you dont have to resend data to GPU every time, and for constantly moving objects youll find better performance on Vertex Arrays. Better than believing or not, i decided to benchmark both, so here are the results for 100 squares & 400 squares rendered on screen. VA wins the test, even on static render. i can post the code i want to see it. (mseg means miliseconds, im spanish and forgot to put that in english) 100 Squares: [img]http://img703.imageshack.us/img703/3277/100quadseng.jpg[/img] 400 squares: [img]http://img560.imageshack.us/img560/9423/400quadseng.jpg[/img] Is this performance what i have to expect? I heard that dedicated memory on cellphones for VBO its the RAM, so i wont get that boost on performance. Thanks in advance! Regards
  4. All of this is for Android development. What about collisions between objects? or if i touch screen to interact? Maybe i just need to save them (vertex modifications) in some particular situations?
  5. Hi all, Im new here (just to post, not to read ), and i come you with a doubt that its driving me nuts. Im actually doing some classes for Java/Android to draw entities. At this point, i have all methods ready, and started with "transformation" methods. And here is where my doubt comes. I pass to vertex shader the float[] array where vertex coords are defined. And i pass the multiplication of camera matrix and projection matrix. As for example, in shader language, this: [size="2"][color="#2a00ff"][size="2"][color="#2a00ff"]gl_Position = uMVPMatrix * vPosition; [color="#000000"]Imagine now that i want to translate than entity. If i multiplicate a translation matrix with both camera and projection ones, and pass it to the shader, when i draw i got the entity in the new position, but my local vertex array wont be updated with the new position. Imagine multiple translations thought time, the entity its shown in its new positions, but i never have its real position, because i pass it to the shader as a transformation matrix, and i pass the vertex array as the initial position. I tried modifiying the vertex array in every translation (and not multipliying translation matrix to camera/projection), and it works well, and i have the position updated, but thinking in performance/cpu cost i dont think its the best way. Now imagine this with rotation, scale, and all transformations you can imagine. Do i have to update vertex array in every translation (in order to know the real position/size/etc the entity has every moment) , or do i have to multiply multiple transformations matrix and pass them to shader, or maybe just save new (x,y) position, angle rotation, scale % , and just apply to vertex array when i need to know the real state of the entity. Maybe its an obvious question, but im new to opengl [/color][color="#000000"]Thanks in advance! [/color][color="#000000"]Regards[/color] [/color][/size][/color][/size]