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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. Extremely helpful, high five sir. Please try again.
  2. Thanks for the reply however, I've already read through that link a few times. It does not answer my question [quote]The biggest thing i struggle with is how do I keep track of the left, right, and bottom neighbor of each triangle without being able to pass data by reference.[/quote] Nor does it supply the source that it says is included with the article.
  3. [THIS STUPID EDITOR WILL NOT FORMAT THE TEXT CORRECTLY] Hey there GameDevs, I'm having trouble grasping a few concepts about using binary triangle trees for representing terrain data. Lets say I'm working with a 17x17 square grid of vertices and i have a class as follows: public class Terrain { private int maxWidth; private int numVertices; private float[][] heightmap; public Terrain(int gridWidth) { // 16 assuming each grid cell's length and width = 1; this.maxWidth = gridWidth + 1; // 17 this.numVertices = this.maxWidth * this.maxWidth; // 289 System.out.println(this.numVertices); this.heightmap = new float[this.maxWidth][this.maxWidth]; // 17x17 for(int x = 0; x < this.maxWidth; x++) { for(int z = 0; z < this.maxWidth; z++) { this.heightmap[x][z] = 0; // Zero out height data; } } } } Bounds of terrain: [img]http://i48.tinypic.com/s0weps.png[/img] The vertices would be contained in a vertex buffer from 0 - 289; Each 1x1 cell contains 2 triangles and total of 4 vertices / 6 indices. So what I am not grasping is how to represent this data using a BTT. The way I understand a BTT is BTT { data leftchild rightchild } Now I'm assuming the data variable in each tree would be an index buffer of the 3 indices for the triangle. This biggest thing i struggle with is how do I keep track of the left, right, and bottom neighbor of each triangle without being able to pass data by reference. Please let me know if you need anymore information from me, this is all i can think up right now.
  4. Alright guys I'm stumped. I've got a basic heightmap based terrain mesh currently made out of triangle strips. I want to implement level of detail with the diamond-square algorithm and I've found a few decent papers on the theory but none with actual code, or at least none with java code that I can clearly understand. Most papers i've read said that you can implement LoD with the use of the quadtree, and i know how to make a basic quadtree but i'm not sure how to implement a quadtree with terrain data. Can anyone point me in the right direction? I implemented my terrain class based off the tutorials from videotutorialsrock. I can post my code upon request.