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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 slarti

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  1. The same question was posted by somebody on stackoverflow recently. The top answer also seems to be an interesting suggestion, basically make sure that for any dependent texture reads, calculate the coordinates in the vertex shader rather than the fragment shader. This allows the GPU to optimize texture fetches in the fragment shader by caching etc. [url="http://stackoverflow.com/questions/12469990/simple-glsl-convolution-shader-is-atrociously-slow/"]http://stackoverflow...rociously-slow/[/url]
  2. Thanks! I'd already looked into separable filters. But the other two methods seem promising, especially summed area tables, which i think is the same as Integral images. Also I was wondering, since the texture fetches are offset and the same fetches will be repeated for every texels is there any caching technique we can make use of. (I agree its tough because the operations are happening in parallel)
  3. Hi!, I have a fragment shader program, which has to sample a grid of texels (about 16x16) around the center texel of a texture. This happens for every texel in the texture. As expected these many texture fetches per fragment affects the performance of the program. I was wondering if there are any ways to optimize these fetches for better performance. I understand that if the texels fetched are used for a simple linear weighting operation(such as a gaussian filter), one can do lesser number of fetches and by using of GL_LINEAR sampling and sampling in between two texels rather than at the actual positions. But are there any other methods for operations more complicated than weighted sums?