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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. [quote name='samoth' timestamp='1340023414' post='4950226'] If I understand correctly what you want, this is all but trivial. You basically want to construct a dome from the visible horizon from some arbitrary point. This is easy if you know the horizon (just extrude towards +Z and scale, repeat a few times, and there's your dome), but [i]finding [/i]the horizon line is not easy. Assuming a heightmap terrain (you didn't specify, but otherwise it is still a lot harder!) this means you have to ray-march over the terrain heightmap up to a maximum viewing distance and ignore everything that is less than your maximum value (because something that is below a higher elevation won't be visible). So basically, you only ever care about values that are higher than any ones (including the point you're standing on) you've seen before. Anything less isn't visible as long as the terrain isn't transparent and doesn't have holes. Eventually you will have reached a maximum distance (either practical because it's no longer of interest, or for effects like atmospheric attenuation, earth curvature, etc.). Do that for, say, a dozen cardinal directions. This is a very coarse approximation. If the terrain between two rays is sufficiently "similar", your estimate is good, the distance that you find on two sibling rays is identical or more or less the same. If it is not, then your estimate is not accurate, so shoot another ray at the half angle between the two, repeating this recursively until you are happy with the accuracy. [/quote] Thank You...
  2. [color=#000000][font=verdana, arial, helvetica][size=2][left]Hi [/left][/size][/font][/color] [color=#000000][font=verdana, arial, helvetica][size=2][left]I want to implement a threat dome.[/left][/size][/font][/color][color=#000000][font=verdana, arial, helvetica][size=2][left]So I am hoping some one could help me on this.[/left][/size][/font][/color] [color=#000000][font=verdana, arial, helvetica][size=2][left]Thanks in advance[/left][/size][/font][/color]
  3. Is Ztest is DEPTH_TEST? if yes i don't want see the lines behind a mountain.it should be over the terrain like flow path.
  4. I am trying draw lines over the terrain when i change my view position part of the lines will go under the terrain. I have attached a file please can anyone help me on this?[attachment=9443:terrain-line draw.bmp]