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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.

zeGouky

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  1. The presentation link where Crytek talk about their fake aniso : http://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf   One solution could be using forward rendering rather than deferred (that's one direction im currently looking for my work), check Forward+ demo from AMD
  2. One thing I like about the tiled Clustered is that it become "cheaper" to handle transparent object. In the case of tiled deferred you have to build 2 lists, one that used the depth buffer for the light culling and one without. So yo can have a massive overhead on the transparent pass. With clustered 1 culling is necessary.   But again that depend of the light count (also clustered is a heavier in term of memory size if I'm correct) and the scene.   Also at the Siggraph Asia , they were a presentation about a 2.5D culling techinque that you can find here : https://sites.google.com/site/takahiroharada/
  3. Im using FP16 for the light accumulation buffers and for the scene rendering.
  4. Hi all, I'm currently trying to implement a gamma correct pipeline inside my light prepass renderer but I'm not sure if its correct as Im getting strange result ... Here's what im doing : Z-PASS ... fill normal + glossinness, normalmap sampler set to SRGB OFF / SRGB Write off Lightning pass ... no SRGB sampling & SRGB Write off Geometry pass ... diffuse sampler set to SRGB ON / SRGB Write off Postprocessing ... sample Scene texture SRGB OFF / SRGB Write on Note that in the postprocessing for now i have disabled everything so basically it just sample the scene texture and render it. So in this case Im getting overburned colors but if I do SRGB write in the Geometry Pass & SRGB Read in postprocessing then i get correct result. In my point of the view the two situation should work the same, right ? I've read this [url="http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/"]http://renderwonk.co...rect-rendering/[/url] from Natty Hoffman but since I'm not doing any blending (for now) that shouldn't be an issue. If anyone have a suggestion ... Thanks ! Nicolas