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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. To fix your near plane problem, you should consider that the player himself has a radius :) following line: if (D3DXVec2Length(&v_vectorToCentre) < f_treeRadius) Could be changed to if (D3DXVec2Length(&v_vectorToCentre) < f_playerRadius + f_treeRadius) (with f_playerRadius defined elsewhere) and then the player wouldn't fit into gaps that were too small for them either.
  2. Hi there, like a lot of people here, I've also written a video renderer ;) runs at 60 fps with about 60 million blocks in view, most the time is spent on terrain generation. I've got a single vertex buffer with positions and normals, which is shared by all chunks - each chunk has only an index buffer to bind when it's drawn. The chunk position is passed in as a uniform into the vertex shader to offset the positions. The biggest performance boost you'll find is effective cross-chunk culling. Although I'm rendering millions of blocks, I'm never rendering more than a few hundred thousand faces. Each chunk only updates its buffer (and its neighbours') when its contents is changed. Chunk size is also important. Too large, and you won't be able to use your generation time efficiently; too small and you might as well be drawing individual blocks. My chunks are 32^3, or about 30k blocks each, and they stack infinitely in all directions, so you can go as far up or down as you like. It also helps to use any idle time you have to do generation. I haven't done this in my code, but when a chunk is requested but there isn't time to generate it you can push it to an idle queue, which you can generate when you next have spare time. Hope that helps you can find my code on Github, just search for Bloxelcraft or Wren6991 if you'd like a look. It is in C++ though.