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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.

Dario Oliveri

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About Dario Oliveri

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  1. not all country are so lucky, settin up a company in italy is really a hell.
  2. I spent lot of time, figuring I was missing "offset" matrix. I wish I had this article months ago too.
  3. Totally agree, scene graph is a very interesting topic, I'd like to see an article both about a standard scene graph and a lazy scene graph. => bottlenecks of scenegraphs, and ways to reduce them.
  4. OpenGL

    I'm very interested in Mantle, my main concern is not performance (still good to have), but doing some experimenting with new render tecniques, months ago I heard rumors about a new forward rendering tecnique from ATI, but found nothing about that, maybe now I'll see if that is possible. Does anyone know if it is possible to get symbols from Mantle even without the SDK? I'd like to try something already.
  5. this is not trolling but joking, can you understant that? Anyway jokes apart, the legal aspect is very important, what I wanted to bring in evidence, is that not only the "environment" must be child-wise, but also the "game", there are many aspects and laws that limit the game content. So what exactly a game must include? Is that only "PEGI" stuff or there's more?
  6. OpenGL

    nice does not seem very complicated
  7. virtual texturing?
  8. well using directly SM4 makes programmer life very easy, this is true.   PC stats: stats from unity webplayer: http://stats.unity3d.com/web/gpu.html stats from wikipedia: http://en.wikipedia.org/wiki/Usage_share_of_operating_systems   14% of people have SM2 10% of people have SM3 7% of people have OS X   Purely looking at those stats, makes more sense supporting SM2 than SM3 or OS X.   If you are going to make a mobile game you probably want to use some tool/SDK that target mobile instead of making your own native port, in that case you do most stuff in SM2 anyway because mobiles are a topic apart.   A lot of people with expensive hardware just play top AAA next-gen games and don't even bother with indies, so as far as there's a good portion of audience with SM2 I'll probably stick to that. If you start making tricks of sort to get that graphics effect because you are more focused on graphics than on gameplay then it is good idea you just start with SM4 and stop having troubles. (there's still a lot amazing stuff that can just be done on SM2, and by the way I'm more a shader writer than a game maker, don't misunderstand me I love SM4.)   I don't support something only if there are good reasons to do so (performance hit, maintenance hell, personal skill limits).   Most people is not able to change their videocard (even if cheap), and anyway laptops are less easy to customize, so I don't rely on the fact that "people will probaly spend 30 dollars to buy a cheap card to play my 10 dollars game", it is more likely that people  "spend 100 dollars to buy a decent card to play a recently released AAA title".
  9. there's very few stuff done only in SM4, rewriting a simple frag/vert shader both for SM2/SM3 is question of minutes (most time) and don't require any changes to the C++ part. I know GPU vendors will sell more GPUs if games stop supporting old shader models, but actually there's no maintenance burden for me in supporting them (well If someone start having thousands line of shaders then maybe it is not a good idea to support SM2 anymore XD).   this also depends on your framework and assets pipeline, I don't know how many people requires effort also on C++ side to support certain stuff.
  10. pretty cool, seems perfect for shading metalsurfaces in dark zones with lights.
  11. A "simple" approach is to memorize objects as volumes (for 2 spheres you just have 3 coordinates + radius), then you sample points until you find a "solid" point after that you start searching only nearby points where there's "empyt/solid" surface and you generate vertices in thhose points (you can link vertices using something like marching cubes).   note that I just proposed you the dummiest and not optimized algorithm, there are for sure much more better ways to do that.   note that there exist Framworks for doing that already (any 3d editing tool like Maya or blender already do that at application/script level), so if you find one for you language you can use it directly and probably will result in something more optimized than anything you can do youself
  12. Any tool for taking screenshots of 3d scenes with depth and diffuse?