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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.


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About amerigo14

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  1. Well, I mean how can I show it through the shader?
  2. ok I'll try and implement this, so I will have to rotate the vertices as the game is a first person shooter, so it rotates with the camera. Also, how can I create a dynamic text variable for the hud, such as the score?
  3. Hi, I am creating a game for my university project and now I am coming round to creating a hud, but I don't know how I should go about doing it with glsl. Can anyone help please?
  4. Sorry I think I was a bit unclear about my intentions. My plane has a velX and velY value that is added to the position to move it. When a path is created I'm having an issue moving the plane along to the next point. I tried : double theta = Math.atan2(pathPoints.firstElement().y-posY, pathPoints.firstElement().x - posX); velX=(float) (magnitude * Math.sin(theta)); velY=(float) (magnitude * Math.cos(theta)); but this results in the plane moving in a straight line away from the point, in the opposite direction. I also tried doing posY-velY but this resulted in the plane flying in a circle. What am I doing wrong?
  5. Forgot to mention, if the plane is moved after being held down, points are collected and added to this vector.
  6. I'm currently making a game similar to the airport controller games already available but I'm having a bit of difficulty keeping the same speed with a path. When the plane is initialised, it is given a velX and velY value that changes the position of the plane, but when the user touches the plane, a vector of points is created that set the position of the plane. My question is, how can I keep the plane moving at the same speed as it was set, instead of just moving from point to point at whatever speed the path is created?
  7. I managed to work out what was wrong after creating a box and printing results to the screen. Basically, each time the render function was being called the transformation matrix was multiplying each corner over and over, making the boxes move further away constantly. I fixed it by setting a start minimum and maximum and setting these first when updating. Thanks for the advice!
  8. Hi I've managed to implement a bounding box using Assimp and opengl by finding the smallest and highest x,y,z position, and these are shown correctly. However, I have attempted to update the boxes by finding all corners and multiplying it by the object's transformation matrix, and then finding the minimum and maximum x, y, z values of these corners. But when I try this I get really small values that are too small to be detected for collisions. I have checked the multiplication of the vector and the matrix but everything seems okay, is there something I'm missing?
  9. Hi I tried to implement the AABB bounding box, but when I apply the model's transformation matrix the values are incorrect. I think this is something to do with the rotation in th matrix. After debugging i found a lot of the values were low numbers. To apply the transformations I set each corner of the box and applied the transformation to each one, then circled between them to find the lowest value.
  10. Thanks for the information! I will attempt to implement this, I figured as much with the frame buffer.
  11. Hi I'm creating a game using OpenGL and c++ for my final year project and I've got a quick question about using rays for collisions. I understand the theory behind it but I'm having an issue implementing it. I'm loading my models using Assimp and I'm trying to create a bounding box around the models so that I can check for a ray-box intersection, but when the transformations are applied during rendering, the box does not move with the model. I have created my own vertex and fragment shaders that draws the models. What approach is best for situation? Should I find a way to also move the bounding box, or is there another method to help with this? I considered using a frame buffer object from the point of view of the ray but I think this is overcomplicating things. I'm using rays as the game is a first person sniping game, and bullets would move too fast to find the box intersections.
  12. No I developed it on my AMD card on my home computer, but the tutorial I followed used NVidia I believe, I'll have to research into AMD specific code and see what I'm doing wrong.
  13. Hi, I've created a program that creates a particle system and it works perfectly on the computers at university, but when I run the program at home, the particles do not draw. Does anyone know the issue? If it helps, my graphics card is an ATI Radeon HD 5450, thanks.