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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 bombeater

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  1. This is what I see when I try to read this [url="http://www.gamedev.net/page/resources/_/technical/game-programming/spatial-hashing-r2697"]Spatial Hashing article[/url]: [img]https://dl.dropbox.com/u/7627133/codesample.png[/img] All of the articles are like this... it makes the code samples pretty useless. Should I be viewing them through another source or something?
  2. This is perfect. Thank you so much. I could hug you right now.
  3. I have what is undoubtedly a common problem, but I don't know what it's called, and thus am having trouble finding solutions. Suppose in a game, holding down the right arrow makes the player's avatar move 2 pixels to the right. If the game loop runs 100 times per second, then the avatar moves 200 pixels per second. But of course, we cannot rely on the game loop running the same amount of times every second. If the game loop runs 10 times the next second, the avatar will only move 20 pixels. I know that in the vocabulary of graphics programming, the solution to this is called "frame locking", but I'm not just talking about animation updates; this affects the physics of gameplay itself. The game I'm currently writing is also networked using a client/server approach, so it affects multiplayer balance as well. What is this problem called? Where can I start finding some basic solutions? So far it seems like I'll need to keep track of physics updates the same way an FPS-lock keeps track of frame draws, and lock them similarly. It would be great to see some discussion of the topic, though. I don't mind if the best articles only cover the non-networked case; if I know how to solve it for an offline single-player context, I can probably figure it out from there using my meager existing knowledge about latency handling and client-side prediction.