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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. All of mentioned engines are 3d and seem a bit overkill for my purposes. And i think gamemaker is not suited for prototyping ai-battles. I'm looking for something that you wanted to use to make Warcraft 1/c&c i.e. basic RTS.
  2.   The game is 2d top-down(bird eye) AI robot battles like robocode.net
  3. Hi guys!   I'm searching for an open sourced game engine(c/c++) that supports:   collisions, fov, pathfinding, ability to save replays.   The game is something like robocode with d&d maps.   Any suggestions?  
  4. Is box2d scalable to 100000 characters? The problem with the engines out there including box2d is that they run a loop and in each loop check for collisions between objects. but if instead of checking for collision on each object in each loop if we calculate when the next collision for an object occurs using equations of motion then i think it will be the most efficient.
  5. [quote name='AzureBlaze' timestamp='1340110844' post='4950561'] This is more a hardware problem. My on-broad Intel HD Graphics 3000 can render around 8K 32*32 sprites with same texture at 60fps, while doing game logic and rendering simple background. With some decent graphic card you could do maybe like 50K simple sprites or particles, but 100K "characters" don't sound promising. [/quote] This is meant to be run on server, while showing only small part to frontend.
  6. Hello everybody, our team is developing a game and now we're in search of an engine that can simplify our project. 1) Can box2d be scaled to use more than 100000 bodies? 2) Can box2d be scaled to do collision detection of more that 100000 shapes? 3) what is the order of the raycast algorithm used in box2d for checking if 2 bodies are in line of sight of each other? 4) What 2d engine can be used for rendering more than 100000 characters? Thanks!