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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 j00hi

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  1. I've asked in the Unity forum, how they have implemented projectors. Here's the question: http://answers.unity3d.com/questions/319622/what-is-the-algorithm-used-behind-projectors.html There are some very interesting comments and results.
  2. Oh nice! Then I guess I should take a look into that technique. Yes, I'm mainly developing for mobiles. And in my Unity projects, I'm using projectors a lot. I use them for: -) grenade craters on the terrain, after a grenade exploded -) blob shadows for enemies -) hexagonal grid projection onto the terrain (using a repeating texture and an orthogonal projector) Basically I could use an orthogonal projector for all those, but I want to have the possibility of perspective projection, too.
  3. Hmm, I have also thought about those two possibilities, but I think, there are problems with both of them: 1) tri-overlay and use alpha blending: That wouldn't represent underlying geometry exactly, would it? (The Unity projectors are exactly on the geometry, every pixel) 2) Precalculate the texture (on-the-fly): Would this be even possible in realtime? If there were lots of objects and lots of projectors, I think that would have a huge impact on performance. Furthermore, I think that wouldn't work for every texture-combination. The terrain could have a repeating grass texture, and the projector could be a non-repeating texture => how would you precalculate those? I doubt that would be possible in a fast/easy way.
  4. Thanks for the link! I don't think that Unity is using a deferred renderer, because those projectors work on mobile platforms (iOS, Android) as well. According to the license comparison (http://unity3d.com/unity/licenses) deferred rendering is not supported on mobile at all. Maybe there is another approach which isn't based upon a deferred renderer?
  5. I'm asking myself how to implement something like the projectors in Unity using OpenGL or DirectX. I know how to do projective texture mapping, but in the implementations I've seen, the projected texture is passed as an additional texture to a shader - so it's basically multitexturing. If I would render a scene like in the attached screenshot, I would pass the grass texture and one "blob"-texture to my shader and render that. Unity, however, supports an arbitrary number of projectors. The scene on the attached screenshot shows a terrain with 16 projectors. But Unty supports way more than that - I could easily use 100 projectors, and all would be rendered, correctly perspectively projected onto the terrain, including correct occlusions if a "blob" is projected, for example, over a mountain ridge. It's perfectly projected onto the underlying geometry always. So, Unity obviously uses a different approach than the one I know, which is passing all the projected textures (and their texture-matrices, etc.) to the shader. Which one? How could I implement the same functionality using OpenGL or DirectX?