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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 Ilya122

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  1. Up. This is kind of important to me. 
  2. I've started to learn openGL one month ago , I've proceeded now with Shaders.  I have a vertex shader that does not calculate lighting... It just show me weird things... thats my shader:   VertexShader: uniform vec3 lightPos[1]; float density =0.009; void main(void) { // normal MVP transform gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec3 N = normalize(gl_NormalMatrix * gl_Normal); vec4 V = gl_ModelViewMatrix * gl_Vertex; vec3 L = normalize(lightPos[0] - V.xyz); vec3 H = normalize(L + vec3(0.0, 0.0, 1.0)); const float specularExp = 128.0; // calculate diffuse lighting float NdotL = max(0.0, dot(N, L)); vec4 diffuse = gl_Color * vec4(NdotL); // calculate specular lighting float NdotH = max(0.0, dot(N, H)); vec4 specular = vec4(0.0); if (NdotL > 0.0) specular = vec4(pow(NdotH, specularExp)); // calculate 2nd order exponential fog factor const float e = 2.71828; float fogFactor = (density * length(V)); fogFactor *= fogFactor; fogFactor = clamp(pow(e, -fogFactor), 0.0, 1.0); // sum the diffuse and specular components, then // blend with the fog color based on fog factor const vec4 fogColor = vec4(0.5, 0.8, 0.5, 1.0); gl_FrontColor = mix(fogColor, clamp(diffuse + specular, 0.0, 1.0), fogFactor); } Images of the result: http://tinypic.com/view.php?pic=34fe35k&s=5 http://tinypic.com/view.php?pic=20itemr&s=5   Yes. It's the same scene. I'm moving my scene with modelview matrix (not projection), for example if I go back I move the whole scene forward. With fog calculations only It works nice.  ------------------------------------------------------- I have trouble understanding Fragment shader image processing.  I'm learning with openGL superbible 4th edition, trying to figure out why he calculates offsets and uses a Scene texture. Fragment shader: // blur.fs// // blur (low-pass) 3x3 kernel uniform sampler2D sampler0; uniform vec2 tc_offset[9]; void main(void) { vec4 sample[9]; for (int i = 0; i < 9; i++) { sample[i] = texture2D(sampler0, gl_TexCoord[0].st + tc_offset[i]); } // 1 2 1 // 2 1 2 / 13 // 1 2 1 gl_FragColor = (sample[0] + (4.0*sample[1]) + sample[2] + (4.0*sample[3]) + sample[4] + (4.0*sample[5]) + sample[6] + (4.0*sample[7]) + sample[8]) / 13.0; } and the code that generates offsets:(CPP CODE) xInc = 1.0f / (GLfloat)textureWidth; yInc = 1.0f / (GLfloat)textureHeight; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) { texCoordOffsets[(((i*3)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc); texCoordOffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc); } } Can someone explain me more about this? Thank you :)