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      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. Gonna try "Fast Summed-Area Table Generation and its Applications" (http://developer.amd.com/wordpress/media/2012/10/Hensley-SAT(EG05).pdf). I hope the cost for swapping render targets is no very high, I will test different sample widths and look what works for me. Thanks for all replys, I'm still very new to HLSL and sometimes don't know how to solve problems with it.
  2. Thanks for your reply! I saw a similar approach utilizing bi-lerps for performant gaussian blur. Regarding mipmaps: is there a way to use them for non-square blocks? I would like so read blocks of the x-axis only, without values from adjacent lines. This would decrease the number of rays resulting in artifacts.
  3. Hey, in order to compute light intensity for a pixel, I need to sum per-pixel attenuation along a ray to a buffer. The ray is parallel to the x-axis, so I have to sum values along the x-axis:   eg. 0112011 would become: 0124456 (number is sum of all previous numbers plus itself) This is a rather complex operation, depending on length of ray (width of texture) and number of rays (height).   I thought a solution would be to draw the texture additive multiple times, shifting it to the right one pixel each time: 0112011 + 011201 + 01120 + 0112 + 011 + 01 + 0 _________ 0124456 This works, but is computation expensive as well. Also, there are only 255 values which yields chunky results. I can't encapsulate numbers to 3-digit base 256 colors because additive blending would break this (it just adds per channel obviously). Please ask if I have not described the problem well. I hope someone can help me! Thanks, Phil
  4. You might want to look at this tutorial.
  5. Hey, I hope this is the right board to post this!   When I saw this prototype for a game idea (great site, btw.), I immediately thought of the usage as a CAPTCHA. It is very easy for a human to distinguish foreground and background. Would it be equally difficult for a computer to read it? I know that traditional CAPTCHAs can be read by a compute more reliably than by a human (http://www.digitaltrends.com/computing/google-cracks-captcha-with-an-algorithm-thats-99-8-percent-accurate/). I am curious because I know very little about efficient image processing. This is why I ask you: would it be very easy for a computer to read CAPTCHAs that are generated by a moving/still white noise, as you can see in the prototype I linked? Or could you think of a technique that would require little processing costs thus making my idea useless?   Thank you, Phil.
  6. This does not produce what I expected :( the objects aren't streched, but rather change in opacity. Is there no way to do it like PAINT.NET? there is a motion blur that stretches the object. But it is really slow so I think it is not done by a O(n) fragment shader
  7. Thanks, I think I understood it. Will try this today!
  8. Hello, I've been struggling for a while now getting a motion blur shader to work. I want to give the player a better feeling for velocity. My current approach is to draw a texture of my scene that consists of vectors how much this pixel is blurred and in what direction. I pack the numbers into the RG and BA channels to the base of 256. I even want to write a shader that does this for me, depending on rotational velocites, giving pixel-perfect gradients.   No problem until now, but how does my shader blur the scene, having just a sampler of the BlurTexture and the normal scene? I suck at math, so please help me! Thank you in advance, Phil.
  9. I would not have guesses that it will be so complicated, but it is really useful, thanks!
  10. From the album My XNA Game-Engine

    Minecraft style lighting in 2d using a Queue and something like Dijkstra's algorithm. All relies on Grid(t), ITile, IPathNode, Light and LightManager (diagram).

    © (c) 2014 Philipp Hochmann

  11. From the album My XNA Game-Engine

    This is an old picture. Particles of the ship's jet look awful. The asteroid is rotating and the tiles follow this rotation, achieved by a transformation hierarchy (TransformedEntity in diagram).

    © (c) 2014 Philipp Hochmann

  12. From the album My XNA Game-Engine

    As you can see, I still don't know how to push the ships away from each other. I don't want to use a Physics lib.

    © (c) 2014 Philipp Hochmann

  13. From the album My XNA Game-Engine

    A.I. works good now. I used a vector projection on the relative velocity to determine the thrust. Rotation offset for shooting is calculated by matching tangential velocity of agent and its missiles.

    © (c) 2014 Philipp Hochmann

  14. From the album My XNA Game-Engine