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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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  1. Hello all, I'm after a way to check for frame buffer support to automatically adjust what I'm using. How do I check for this in Java? Example: Start my java program that will render water. I want to know if frame buffers are supported so I choose how I'm going to represent the water: a simple plane or a filter with ripples, reflection and whatnot. I'm using jMonkeyEngine3 that uses lwjgl to get to the opengl.
  2. Hello all, I'm having trouble choosing the normal vector to order my triangle vertexes. So I have the 3 points that define a plane, I did the subtraction - got 2 vectors, did cross product got the normal. My problem now is I don't understand how to choose between the ordering I get and the opposite to make sure I define a surface that is from above, just like a terrain. Some psedo-code to explain better: [source lang="java"]private boolean isCounterClock(Vector3f p1, Vector3f p2, Vector3f p3) { Vector3f a1 = p1.subtract(p2); Vector3f a2 = p3.subtract(p2); Vector3f normal = a2.crossLocal(a1).normalizeLocal(); // the normal vector for the downwards face must always have negative y if (normal.y < = 0f) { return true; } else { return false; } } [/source] What am I doing wrong?
  3. I see. I actually have yaw-pitch-roll, just didn't know it was easier. I'll use Pi for location and your system for the vectors. Is this written in any kind of tutorial/book/crash course?
  4. Thank you so much for your answer! I have a few questions though. Sorry if they are very basic. The data I have acess to is (using your notation) Pi, Pi+1 and Phi or the Roll angle. I know that f = (Pi+1)-Pi For u, the idea was to rotate the unitary y vector according to Phi. But I don't remember how to apply a rotation to a vector. Finally, for s, I was planning to calculate the normal of f and u. How do I rotate?
  5. Hello everyone, I have the points for a vehicle trajectory in 3D space now I want to make a triangle strip that shows the vehicle trajectory. Like in [url="http://imageshack.us/photo/my-images/200/ribbon.png/sr=1"]this image[/url] I have the line, now I need the strip. My main question is how to calculate the x(width) and z(depth) since depending on slope it's not as simple as adding half the width of the segment. Since I have two points in the line and the slope, I should be able to calculate what is the point at D distance from the line points. I just can't put my finger on the math. Can anyone help me out?
  6. Hello all, I'm implementing b-spline curves and there is one last point I'm not understanding. What doest the parameter (t or u in most explanations) range correspond to in visual terms? I understand how to calculate the values to compute C(t) = ? Bi , p (t )Pi but I don't understand how to vary t (or u). What I want is to know what are the points between P1 and P2, how do I do that by varing the t? This is probably obvious question, sorry