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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.

The Beholder

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  1. Use the dot product: http://en.wikipedia.org/wiki/Dot_product. If the vectors to the object and the player vector are normalized it is just the cosine of the angle between those vectors. Check out the geometric interpretation section at Wikipedia. Hope that helps.
  2. Animated films are made with both realtime and non-realtime techniques. For example Pixar's Renderman can output realtime graphics with shaded materials, shadows etc. so as to get an idea of what the final render will look like. I also believe that several techniques used in realtime graphics today originates from non-realtime methods in Renderman. To share my view on the graphics industry: I have worked a while at a game company in Sweden and it was great fun, being allowed to play games at working hours :). The problem is that in Sweden the wages at game companies are relatively low and the working days are long. I would love to work with graphics though and I think that medical visualization is particularly interesting. With MRI and similar technologies the need to visualize humans in 3D is becoming more important and a good way to do this is by using shaders to implement shadowing and realistic (or illustrative) lighting to be able to discern depth. Well, enough of my rant but you asked for it and that's what I think :)
  3. thanks alot!
  4. Hmm... I'm feeling a bit stupid for asking this, but after searching this forum, the MSDN WinSock reference and google for a while now I give up. In every text I've read on sockets, non-blocking sockets are mentioned. What's not mentioned is how to make a socket non-blocking. How is this done? I've created a socket like so: SOCKET s = socket(AF_INET, SOCK_DGRAM, 0); And then I receive data like this: sockaddr_in saServer; saServer.sin_family = AF_INET; saServer.sin_addr.s_addr = htonl(INADDR_ANY); saServer.sin_port = htons(27017); bind(s, (sockaddr*) &saServer, sizeof(saServer)); sockaddr_in saClient; int clientSize = sizeof(saClient); char buf[1024]; memset(buf, 0, sizeof(buf)); recvfrom(s, buf, sizeof(buf), 0, (sockaddr*) &saClient, &clientSize); I read that the last parameter is optional but the communication doesn't work at all when I replace it with 0.
  5. It sounds like you have vsync on if the FPS is constantly around 85. Unfortunately I don't remember how to disable it in OpenGL but try to google for it! It might be a good idea to turn vsync off just to see the performance difference, but otherwise I like to keep it on. The quality of the picture is usually better with vsync on since the monitor waits for a vertical retrace before drawing the next frame. Try rendering more models as well like Gorax said.