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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.

TrianglesPCT

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  1. OpenGL

     Is there any clear advantage with either of these?    Are vulkan drivers reliable on windows for all of AMD/Nvidia/Intel(ie not like OpenGL last time I used it)?
  2.  Well Unreal is based on java style design, and as such is slow, bloated, and hard to maintain(mountains of code, where each line does as little as possible).    Moving away from Unreal style engines would be a first step.   Also games that use the same engine seem very 'same same' to me, greatly reducing their appeal...     -Moving content creation to users -removing the endless hacks  -engines that scale to near 100% hardware utilization on whichever platform they happen to be running on -turing complete game worlds -original visual designs, not just replicating reality
  3. 16 byte per vert   10/10/10/2 for position and 2 bits that aren't being used atm 10/10/10/2 for normal encoded into x/y. The last 12 bits aren't used atm  8/8/8/8 - albedo in first 3, shadow value in last  8/8/8/8 - roughness, spec, and ao. Last is unused.
  4.  If you use SoA format and have long enough instruction chains it isn't hard to get 4x for SSE and 8x for AVX   You can also do things in AVX/SSE such as  (FMA, rcp_sqr, rcp) which will outperform standard C++ in specialized cases, and easily go over 8x    I have a bunch of template math functions when can be invoked either with AVX types or standard C++ float. The difference is about 10x.
  5.  UE4 tends to take longer to compile than an ideal C++ setup would allow.      Their custom build tool is slow, and in general, the code is over coupled and skews toward the broken Java model of inheritance    It is possible to have very fast iteration in C++, but it requires a lot of stupid work that smarter languages do for you.   If you are just working on a hobby game, you might be better off doing most of it in Blueprints, or as you said, using a different engine.
  6. Writing lua: sublime, zerobraine Debugging lua: decoda or BabeLua
  7.  Many of the complaints in the paper are out of date( as the follow up comment often shows), why include that stuff?   Wanting the language to remove global new is abit silly     Regarding customizing vtables, I think typeclasses would be an improvement over the inheritance crap we have today for runtime polymorphism, so a proposal for that would be nice   I think the biggest improvement for games in c++17 would be modules, most of the rest of this stuff like flat_map we can already do ourselves(although it would be nice to standardize it)   Maybe we need to switch to Rust, it has almost none of these problems..            
  8.    Thanks, it is voxel based    Yah the colors don't look real, just fanciful nonsense.
  9.    Thanks,    Yes it is my own engine/renderer.  I do use some 3rd party stuff like TBB.     It is designed to generate everything on the fly.    I have not uploaded any videos
  10.  TBB is solid, it doesn't have some of the features C# has like 'await', but it does have a task scheduler    TBB has a PPL translation layer if you for some reason need that
  11. Not sure what I'm making exactly, but here are some random pics Probably 90% C++, 10% Lua, current renderer is D3D11  
  12.  Super CPU: many applications are memory bound, but mine happens to be compute heavy.    CPU compute is preferable to me since there is less latency between the serial and vector code & you don't have to write against some terrible GPU API.     And presumably this super CPU has more & better cache.  Wider vector lanes, many core, and more instructions per cycle pls.
  13.  std::vector<bool> happens to be implemented using bits instead of bytes, so you might as well use that instead of hacking in your own implementation on top of it.
  14.  I am wondering. When it says a card supports 1/2/4 primitives per clock..   Does this mean that those primitives must be within the same 8x8 block? Or the exact opposite? If I'm rendering pixel sized triangles, and 4 of them land in the same 8x8, can it only do one at a time?     Also I'd like it if future GPU's might offer the ability to disable the mandatory 2x2 triangle blocks(used for derivatives), since not all shaders require them, and in particular the stuff I'm working on does not;)    I have a project that supports a variable # of primitives per pixel. From testing, it does drop significantly as I approach 1/1 ratio, although it is still playable. Since the GPU screws me with the 2x2 quad thing, for near 1/1 ratio scenes I've found that doing super sampling isn't very expensive ;0
  15.  The code seems pretty fishy to me, but at the very least replace this:   std::vector<std::vector<GUI_Model*>> pages   With:   std::vector<std::vector<std::unique_ptr<GUI_Model>>> pages   If you want to store these types by value in the container, and you have a known # of them, you can use boost:variant.