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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 JuggernautDev

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  1. Hello, Can you folks share your experience regarding those two above mentioned engines ? I mean if game studios do use C4 engine in real life to make games and publish them in places like steam or is it just for armature / hobby game makers ? The same question goes for Leadwerks 2.5. If you are offered to choose one of them, which one would you choose ? Thanks,
  2. [quote name='japro' timestamp='1343513824' post='4964117'] [quote name='JuggernautDev' timestamp='1343512505' post='4964113'] Oh I see. Are NeHe tutorials updated to 3.x version ? Can you suggest online tutorials based on 3.x version that covers basic to advanced techniques that are available in indie game engines available in the market ? [/quote] A stock recommendation is [url="http://www.arcsynthesis.org/gltut/"]http://www.arcsynthesis.org/gltut/[/url] I also like to plug the examples from my signature: [url="https://github.com/progschj/OpenGL-Examples"]https://github.com/p...OpenGL-Examples[/url] ;). [/quote] Thanks for the links. I guess, those are enough for starting now.
  3. [quote name='japro' timestamp='1343512106' post='4964109'] I personally would still concentrate on 3+. The reason being that using 2.x after understanding 3+ is really easy while going from 2 -> 3 there is a high chance that you have to "unlearn" things that got deprecated in newer versions. Using pure programmable pipeline also has the advantage that it exposes more of the inner workings as opposed to the "easy" blackbox that is fixed function/matrix stack. It's just more transparent. [/quote] Oh I see. Are NeHe tutorials updated to 3.x version ? Can you suggest online tutorials based on 3.x version that covers basic to advanced techniques that are available in indie game engines available in the market ?
  4. @larspensjo: Thank you for your advice. I will look into it. So I guess I am better off starting with NeHe tutorials I guess.
  5. Thanks for all the replies. In many forums on the internet I have seen comments stating that OpenGL 2.0 or 2.1 is a bit messy because the features are mostly available through extensions and that all drivers may or may not have support for all the extensions. They also recommend not to start with NeHe OpenGL tutorials and alikes because they are old school and are mostly obsolete code based on OpenGL version 1.1 and 1.5 and that the currently available advanced stuffs/effects that we get to see in commercial games cannot be achieved while using 1.1/1.5/2.0/2.1 - It is their opinion, not mine. I am just an OpenGL starter with a background knowledge in C programming (no C++). I had no idea that OpenGL Super Bible has in depth explanation of techniques and effects that we get to see in recent commercial games. I thought it just only covers the basics and so went to find some online tutorials that teaches the new comer from basics to the most advanced techniques used in the industry.
  6. Hello, I am looking for online tutorials on learning advanced features of OpenGL ( found implemented in game engines ) that are available in the more recent versions - 3.2 - 3.3 and 4.0 - 4.2 and that are at par with what is available in the recent version of DirectX 11. I have decided to skip OpenGL 2.0 version since it is at par with DirectX9 only and is almost 4 years old. What is your opinion on this ? One more question - will the game created with OpenGL 3.0+ or OpenGL 4.0+ run on Windows XP ? Thanks,