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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 PjotrSvetachov

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  1. Last year at Siggraph Asia there was a cool paper on presorted triangle lists: http://w3.impa.br/~diego/publications/ChenEtAl12.pdf I haven't tried to implement it but it looks cool. It uses some prepossessing to make a special triangle list with the triangles in a special order that can be rendered in any view. Of course this order does not always exist so what they do is duplicate some triangles.Then they use a simple test in the one of the shader stages to skip some of the duplicated triangles. The test can be done in either the geometry, vertex or fragment stage in the paper they explain the pro and cons of each stage.
  2. Microsoft is hosting it's Build 2012 conference right now and you can watch it live or watch past sessions here: [url="http://channel9.msdn.com/"]http://channel9.msdn.com/[/url] I have heard them confirm more than once that if you use your own payment system you don't pay any fees. One in the keynote speach Ballmer gave and later in the talk "Windows store: how does it work" Just select day 1 then scroll down to select those sessions to see it for your self. They showed an example (don't remember where, I think it was in one of the keynote talks) where you could select between Microsoft store and paypal payment when buying an application from the store. This probably means you don't need to make the application free first and then later chage in the app to cut Microsoft out. You can probably charge them already when they buying you app from the store which would be good news. But like Olof said for small companies it might be a lot easier to just use the Microsoft store system. What you actually paying Microsoft for using their commerce system and API and let them handle the payment and not for your app being in the store.
  3. The node structure is stored in linear memory. The bricks are stored in the 3D texture but there are pointers in the node stucture that tell you where the bricks are. So the brick belonging to the first node could be at (1,1,1) but the brick belonging to the second node could be at (36,4,13). Of course it's not likely but this can be done. As for other information like normals, I'm not sure but I believe this is stored in a seperate 3D texture using the same brick layout. This way you only need to have one pointer to acces all the information.
  4. In section 4.1 in this paper of him: http://maverick.inria.fr/Publications/2011/CNSGE11b/GIVoxels-pg2011-authors.pdf he says that in each node there is a pointer to a brick which makes me believe the bricks are stored in a compact way in the 3d texture and there is no correlation to brick position and world space position of the voxels.
  5. Which paper did you read? I remember that I read in the original paper for giga voxel they used larger bricks which they ray traced through using multiple texture lookups. But that was for volume data that is not always sparse. In that paper they used a constant color at the nodes only if the whole brick had a constant color so they could skip the ray tracing step. In the global illumination paper they don't seem to store a constant color at the nodes, they only use the bricks. This is also because bricks are always 2x2x2 and only require one lookup (well actually the bricks are 3x3x3 because you need a extra border for the interpolation to work). Yes it seems that you will have bricks that partially lie in empty space. I assume they set the alpha for those bricks to zero so when doing the interpolated lookup they would have smooth transitions and thus less aliasing.
  6. The guys from Unreal Engine have just released the slides from the talk they did on Siggraph: http://www.unrealengine.com/resources/ 1/3 of the slides are about cone how they do cone tracing. They say they are using the method in the paper with a few optimizations.