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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.

Migi0027

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  1. Would this be a viable alternative? http://www.volumesoffun.com/polyvox-about/ It's been a while since I've touched it, however it produces stable geometry at a nice price (0$ ).
  2. Sometimes ISPs block ads (Rare) and slow bandwidth can even fool the backend into thinking the ad was blocked. Another option is that any previous adblocker you had installed left something behind (Happened to me), try reinstalling the extension and then re disabling/uninstalling it. Other than that, you could always try to clear the browser cache and any cooking related to gamedev.net along with it.
  3. This is seriously awesome, thanks!
  4. All your youtube links redirects to "My Videos" (As in my account).
  5. A suggestion. Whilst I do love the blogs, I think they could use some sort of grouping mechanism in a similar way that the different sub forums are segmented, or some way to more easily browse them such as a tiled grid with just the titles and an optional image.
  6. Paul your tone really isn't helping this issue, you appear both condescending and arrogant whilst constantly fighting everything people tell you. Do you want our opinion or not? Listen to Hodgman, he's a clever guy!  ^_^
  7. I'm not sure what to feel.
  8. I have a weak spot for odd / strange / horror vibe trailers, so yes sir I'm excited! However I doubt that any story theory can be decrypted from the trailer alone.
  9. I did attempt the rm equivalent (rmdir, rd), it complains that the path is too long as most other tools do.   @Frob: Ah, I see it's slightly above 32000 characters, for some reason the library I used cut support at 32000.
  10. @DvDmanDT: I made a small script that renames as many folders as it can within the recursive structure, and the second stage finally worked. Again, I'm not completely sure how this is even possible, but, somehow it is.   @Prototype: I was considering doing this, just seems like something Windows should be able to take care of ( As many other things, but let's not go there ).   Thanks out for anyone who attempted to take a shot. 
  11. There are no recursive symlinks involved I'm afraid, I checked to make sure.   I considered the subst <Name>: Path, however there are more than 10 thousand nested folders. I could consider making some sort of a script that slowly reaches the end this way, not sure if there's any consequences of creating so many "virtual" drive letters.
  12. Hi there,   I accidently created a very deep recursive folder structure, looking like this:   "...\Source\Runtime\Engine\Bin\Engine\Engine\Bin\Engine\Engine\Bin\Engine\Engine\Bin\Engine\Engine\Bin\Engine\Engine\Bin\Engine\Engine..."   The path is naturally too long for the default Windows Explorer to remove. I attempted the popular robocopy method of mirroring the contents to an empty folder and then removing both, no success (Crashed). I also attempted the robocopy purge, no success. I attempted to use an external tool called "DeepRemove", which unsuprisingly also didn't work (Didn't crash, just told me that it couldnt delete a very deeply nested file).   I attempted a solution from StackOverflow, using the java.nio library. It was working just fine until I got this: Exception in thread "main" java.io.IOException: Cannot access file with path exceeding 32000 characters At this moment I'm extremely confused, as I thought the path limit on most NTFS based file systems was 32000 characters. But then again I don't know too much about file systems.   And even worse it's messing up my IDE (Clion), since this folder structure was created at the same location as the sources. And this also makes pushing very annoying (Git).   Does anybody have an idea on how to approach this? Thanks for your time.
  13. A little more information about the architecture of your engine / game project would be great. But either way, if you are seeking a method for rendering a large quantity of lights, I would start by looking into Deferred Rendering (Again, knowing what you have would help). In case your project is already following the path of a Deferred Renderer (Or forward) and you would like "more" lights with less cost, I would look into Tiled / Clustered Deferred Shading (Also applies for forward rendering)   Good luck!
  14.   I should have explained myself better, that's exactly what I'm using. I've successfully compiled a bunch of programs to spirv (Through the llvm branch you linked), however I'm having some issues about mapping the instructions, and I was wondering if someone had some experience?  :)   But thanks!
  15. I'm in the progress of writing the llvm backend for a shading language, and I'm slightly confused on how to handle the instruction mapping. I've had success on mapping the types (Which is fairly simple), but so far I've had to play the guessing games a bit for the instructions. Now this is mostly my fault, since I'm new to the llvm scene, but some examples (Which I cant seem to find) on instruction mapping in the SPIRV-LLVM project would be fantastic.   From the (Rather short) wiki:   So as described above, the unmangled name for an implicit lod sampling instruction would look as following I believe:     __spirv_ + str(OpImageSampleImplicitLod) + _SomeOptionalPostFixes   And then I assume I would have to mangle this name into some internal id? Either way, I feel like I'm in the dark here because of my lack of experience and would love some assistence about the instruction mapping!   Thank you for your time.