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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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  1. Ah so you just draw one of each size terrain chunk, instance them to fill everywhere else, and then use the vertex shader to change the heights? Thats very crafty! I never thought to do it that way... I guess that instancing wouldn't work if you were building planetary terrains because of the curvature would not be easy to instance Does your technique use any geomipmapping as well? -Thanks
  2. Ah that sounds interesting! I'm using Simplex noise to generate my terrain so I could move it over to the vertex shader I guess... Although I have a feeling that it'd be a bit of a bitch to port to hlsl! Is the transform matrix stored in the textures? Btw, my current node size is about 65x65 because I was under the impression that rendering any number of triangles below about 4k would take the same time as 4k to render -Thanks!
  3. I can't really justify computing all vertices and then uploading them to the GPU in a buffer, because it tends to completely fill my video memory :/ It means i'll have to stream in data as i compute it, and then unload it when im done...I agree that roam is not really a good solution. The kernel of the problem is just the processing time it takes to calculate positions of large chunks of terrain (which is what i've been doing with geomipmapping) so what i'd really like is a method to somehow collect indexing chunks together so i could run geomipmapping with quadtrees using smaller chunks of vertices without incurring the costs of rendering to the screen each block individually At the moment each chunk has its own index and vertex buffer
  4. Hey guys, This is my first post here, and I basically joined to post this because I'm having some issues with various different LOD algorithms. I'm trying to create a dynamic real-time level of detail system to render a huge terrain. If rendered with brute force this would result in millions of polygons, so it would obviously be prudent to use LOD. I've attempted this in XNA several times to build a viable model, and so far i've used ROAM, Geomipmapping and of course Quadtrees, as well as a combination of the last two. None of these were really optimal for what i'm trying to achieve, as in all cases they sucked up too many CPU resources (With geomipmapping being somewhat precomputed) The question that i'm asking is what good algorithms (or combinations of algorithms) could I use to bring down by CPU usage? I'm switching over to C++ with DX11 so i'll have access to tesselation and the geometry shader on the graphics card, but my area of knowledge doesn't really include these... Should I attempt to implement some GPGPU calculation? Some way down the road i'd optimally like to use another algorithm like marching cubes as well for the high res LOD so it'd permit me to create overhangs in the terrain and such... Thanks!