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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.

Tom Pennetta

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  1. This is true, glClear would solve the issue of clearing the framebuffer, but if in the future I would want to implement an erase, or undo functionality, it would be impossible correct? Thanks for the reply.
  2. Hi all, First post for me, hopefully I can explain this fully and clearly. I am creating a fingerpaint style application for the Android OS. I am targeting OS version 2.2 for backwards compatbility, but has full support for OpenGL ES 1.1 and 2.0. The application will draw using a greyscale brush, similar to Photoshop brush drawing. When I started writing the application, I tried using the OS native Canvas and SurfaceView to draw to the screen where the finger has been depressed or dragged, however the framerate is too slow and the drawing is choppy. I switched to OpenGL and I am running into a methodology issue related directly to my inexperience with OpenGL. When my finger is pressed I have a quad drawn to the location of where the finger is depressed no problem. However, when I click a new location or drag, the quad with the texture of the brush used to draw is moving not being added to the scene (which makes sense as it is a quad object which is just changing its X and Y). I don't see it efficient to create many of these quad objects as the more drawing the more efficiency loss and just bad design pattern. The only thing I can think of is after every draw to take the whole screen and draw it to an offscreen buffer and re-draw it on next paint. I have no clue if this is the right way to go about doing it, but any insight on this would be greatly appreciated. The more details the better as if I knew nothing of OpenGL (which is close to true). Thanks.