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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.

blurmonk

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  1.     Aardvajk Thanks I have not seen that page before. It is very helpful.
  2. Aressera and Aardvajk Thanks for your replies. They are most definitely very helpful contributions over what I have read so far. This stuff is a bit confusing because even when the author tries very hard to explain the useful bits, they always miss one crucial and sometimes most important issue. When I read about this stuff, they always show the MD shape just on the origin to demonstrate the point but they never showed how that shaped really moved to the origin if you will. So I really thank you for adding on top of what I read so far.
  3. Hi I have been reading about MD and all articles refer about the origin and distance to origin. And they generally state that if there is a collision the origin will be inside the MD space. Now I am not getting it How come the origin can be in the new shape if they are tiny objects and their merged or diffed shapes can contain origin? I realize there is an explanation to it but so far the articles I read were very implicit about the relationship between these shapes and the idea of origin when doing collision detection.   I even watch the video from https://mollyrocket.com/855.mp4 which was the best explanation but I still do not get the origin connection properly if the given shapes are small or other shapes and the merged shape is not even big enough.
  4. I think that that is what Reyes renderer do in general. Micropolygon tesselation basicaly? http://en.wikipedia.org/wiki/Reyes_rendering
  5. Hey guys Thanks for the healthy discussion, very informative!
  6. I have used CB for a while. Then I have tried Eclipse(CDT) and I am extremely happy with Eclipse code sensing featuress so far. It is much more bloated but if you need to scramble through complex libraries and headers with macros, Eclipse is much better than CB. Eclipse can expand C macros in place as well. Which is really really helpful with C. On the other hand CB is great for smaller projects in my view. I liked that I can just open a single .c file and write and compile with CB. In Eclipse one needs to create a project for it which is overkill. CB also provides nice project wizards, with Eclipse choices are limited. For example CB Opengl project works out of the box, in Eclipse the setup is not such straight forward as far as I can tell.
  7. Swiftcoder, thanks for the reply. I did not know that they bared some shallow reputation in that way. On the otherhand writing software is not easy, I am sure they spent alot of time on it. I was just looking for an easier way to do graphics programming. I generally write plugins or scripts for other 3d apps through their Sdks, using C and Python. I am just looking for a familiar programming environment(C like) where graphics is more integrated, I mean that the language features more native feeling graphics library integration if you will, rather than some convoluted imports - includes - initializations and name space stuff, like the way it gets in Python sometimes. I also would like it to be cross platform since I am either on Linux or Windows. Btw I remembered that I read your blog the other day about the isosurfaces, what a coincidence. Thanks for the links in your blog entry, they were helpful.
  8. Hi I am trying to find alternative tools and SDKs that can be easier to use when programming graphics. So I ended up finding this language implementation called Ecere? It sounds like it has enough libraries and it implements well know standards. I am wondering if anyone else has used it successfully in building small apps-projects? http://www.ecere.com/ thanks b