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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.

Vrokulaf

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  1. Yes, was just gonna write, I figured it out myself. I actually wrote it in the post even, and thought something like "Hey, I should actually try that out...".   If anyone is interested I can post the source code here, I wrote a very simple engine to handle the drawing order.
  2. Hi dudes.   So I don't really know what this particular thing is called, so I decided to call it "draw order depth" because it kindof describes what it is.   SO, I've been having some trouble figuring out this relatively simple thing, depth in 2D. So imagine you're a dude running around in a semi-tilted camera view (or isometric), and you want to run behind a tree or a house. What SHOULD happen is that the house should now be in front of you, obstructing the view for the camera. Very basic concept, things closer to the camera should be drawn last, so the things behind it gets drawn over (and that way, creating depth). I included an image illustrating what I'm talking about.     So it seems simple enough, but what is a good and efficient way of coding this? Is it putting everything in an array, and using an algorithm to sort them in order how far away from the camera they are, then just run through the list? If thats the case, how do you do it efficiently?   One thing I tried, but which took up way too much CPU, was to cut the screen up to slices horizontally, and go through every slice, check every object to see if they are positioned on that particular slice, and if they were, draw them. Were I thinking in the right direction?   Any answer is appreciated! Have a good one ~Vrokulaf
  3. Hello guys.   I've been getting into crafting my own 3D-engine in Java (mostly for kicks, but also I like to have full control over everything I use). It's been going great for the most part (haven't gotten far), and I can now draw wireframes almost perfectly.   The formula I use for calculating where to draw a point on the screen is:   zDifference = abs(z - camera.z); screenX = camera.lens * (x - camera.x) / zDifference); screenY = camera.lens * (y - camera.y) / zDifference);   This works just fine, except for one thing. When the point goes back behind the camera, it completely stops working.   Ok, so obviously I shouldn't draw a point behind the camera, right? Problem solved? Well, almost...   Image a line, drawn between two points. Imagine walking past the first one, but the second one still being visible. When this happens, the line goes haywire, since the calculations for the first point stop working. So I can't just "not draw the point", since I need it to draw the complete line. I still need to calculate where on the screen (it will be off-screen, but still) this point should be drawn, so I can after that draw a line between the two.   You can check out and see the issue in-action here.   So, how should I go about fixing this? Is the formula completely stupid, or should I find a way to work around this issue?   Any response is greatly appreciated Have a good one, ~Vrokulaf
  4. Hello there! My name is Emil Ström, I have worked as a freelancer in this industry for about 4 years, and am currently looking for work! [b]EDIT: Please use the classifieds section to recruit projects. Thanks, Nate (moderator)[/b]