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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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About TysonJ

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  1. This sounds like a very good practice, I will be adopting it. And thanks for the links!!
  2. Thank you all for the good advice.     In my legally naive phase of game development I was grabbing everything I wanted, and I grew attached to some of it, and I dread having to replace it all. 
  3. http://www.3dtexture.net/   No terms of use, no contact, title of the page is "Free 3d texture gallery". The intent seems clear, for people to use these textures for their own creations.    I guess I am confused about the legal ramifications of using sites like these, which have not adopted any CC licences, but are nevertheless clearly giving away their content for the ad revenue. 
  4. That doesn't work because the first greaterThan is mixing a vec and a bvec, and in any case I want a vec out of it, not a bvec.
  5. I'm confused about bvecs. What can you do with them? Is their only use in the expressions if (any(bvec)) and if (all(bvec))? I would like to efficiently generate a vector B from another vector A, where B.n is 1. if n is the largest component of A, and 0. otherwise. so {0.1, 0.2, 0.8., 0.} -> {0., 0., 1., 0.} I would [i]like [/i]to do something like (greaterThan(A, A.yzwx) & greaterThan(A, A.zwxy) & greaterThan(A, A.wxyz)).ToFVec()... but of course it doesn't work that way...
  6. [quote name='L. Spiro' timestamp='1340418852' post='4951900'] [quote name='TysonJ' timestamp='1340384530' post='4951777'] I want to test my game's performance on roughly comparable hardware, as I develop it. [/quote] Then get an iPhone 3GS. There is no such thing as “comparable hardware”. Not even the iOS Simulator is comparable (its OpenGL ES 2 implementation is emulated in software, and provides no hardware support). There are numerous hardware differences that matter, including deferred tile-based rendering which eliminates overdraw (your GeForce card will not perform this) and a unified memory model which eliminates bus transfers to the graphics card. iOS devices have a virtual memory system but no paging system. Even threading is not the same. [quote name='Concurrency Programming Guide'] [color=#000000]Both Mac OS X and iOS adopt a more asynchronous approach to the execution of concurrent tasks than is traditionally found in thread-based systems and applications.[/color] [/quote] The point is that the only hardware that is like an iPhone 3GS is an iPhone 3GS. If you want to develop for one, get one. L. Spiro [/quote] I'm aware that they are quite different, but they are not so different that optimizing one will harm the other. What I meant by "comparable" is that if I can get one to run at 60hz, the other probably will as well, or at least be most of the way there. Does that sound about right? Really I want to find every excuse possible to stay in my cozy pc development environment
  7. [quote name='mark ds' timestamp='1340411537' post='4951873'] Personally, I was hoping to avoid buying a complete amd system just to test OpenGL functions! Although, it may acutally be worth while for several reasons (not least of which was an 8 core processor for half the price of an Intel equivalent). [/quote] Are you buying an AMD system for their opengl es support? If so I would advise against it. The last driver update broke it, at least for me, so after hours of pulling my hair out trying to figure out why my game stopped working I switched to ANGLE, which has worked very well so far.
  8. I had the idea of installing a second pci video card (geforce fx5200) in my pc... my baseline, least common denominator platform is a 3gs, and I want to test my game's performance on roughly comparable hardware, as I develop it. Ideally I would like to hook up my main video card with dvi and the second with vga, and be able to easily toggle between the two. Is this feasible? Do other people do this? Or would I be entering a world of headaches? My os is Windows 7.