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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. Hi all, I am attempting to use PhysX to add efficient soft body, cloth and fluid simulation to our next game project. Unfortunately, I can only find good sample source code for all of the above on the 2.8 branch of SDK. Has the 3.0 code rewrite of PhysX removed support for the above? How come no good sample source code can be found for the above? Hence my question: if one is to insert into a game the above features, is one better to stick around the 2.8 PhysX SDK? Many thanks! Dan
  2. Hi all, May I obtain the forum's recommendations on 'the best' PhysX-based game engine that features efficient / optimized utilization of Physx's impressive softbody, fluid and cloth performance? (I would use UDK but its terms are too limiting for our team) Currently I'm favoring Unity 3D but 1) its softbody has many problems, 2) fluids over 500 particles are very slow and 3) even a single sheet of cloth is all you'd put in a game... clearly not all wrappers around PhysX are created the same! So which of the many game engines is truly built around an efficient multi-threaded implementation around PhysX? (a nice list of game engines featuring PhysX integration is found at [url="http://physxinfo.com/index.php?p=wrp"]http://physxinfo.com/index.php?p=wrp[/url]) Any hint or past experience in getting good softbody would be greatly appreciated!! Thanks! Dan,