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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 yanksfan2344

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  1. [quote name='Khatharr' timestamp='1353047987' post='5001459'] I've never worked with lib3ds so I can't advise, but you may want to ask in the graphics programming forum. I'd be amazed if there weren't a simple way to do so. [/quote] Is there a way to move this such that there isn't a duplicate?
  2. So I'm working on a graphics project for school and I got model loading set up a few weeks ago. Essentially I used lib3ds to get a list of all of the vertices of a model and then render them. This works fine for models with a single texture. My question is how should I go about managing models with more than one texture? Is there a common system in .3ds files for such a thing? Like is it a per mesh assignment? It seems like if each mesh was assigned a texture then doing this would not be a big deal, just a matter of rebinding the texture when the next mesh's vertices come along. If this isn't possible or practical that's fine too. For the scope of this project single texture models will work, I just want to get fancy if I can.
  3. @Emergent 3D and yes, I have taken a whole course on it. Thanks for getting back to me on this. I'll look into the algorithms that you posted and come back if I have any more questions. Edit: OK yea I have more questions. First and foremost I assume x in the B(x) is position of the measurement? Secondly if I go along a grid and use this equation to create a vector field, how exactly do I traverse that? In my experience with vector fields the traversal tends to be somewhat ambiguous as long as the line you draw is tangent to the arrows you're passing by, so how would I decide in a program what path to use? Would it just be the points with the same (or close to the same) potential?
  4. So I'm making a game involving electric and magnetic fields and I'm running into an issue. What is the best (and physically accurate) way to calculate and render the magnetic field lines resulting from a dipole? I need to be able to represent these mathematically because I plan on having arrows traveling along the lines so that direction and intensity can be inferred by the user. Something that is parametric would be great but I haven't been able to come across anything up to this point. Thanks!
  5. So I have been debating with myself about this for a bit and I figured I would ask here to get an opinion. Where is a good place to call functions that set parameters related to texturing? For example, glTexParameteri(). If I want the filtering for one object's texture to be different from another does that mean I essentially have to set all of that up in its render function? Would there be a lot of overhead in doing such a thing? Thoughts are appreciated.