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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.

RasterGuy

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  1. Thank you Lightness, That definitely makes sense and kind of ties everything together. I really appreciate your input =)
  2. Thanks Bob, I think that is what I was trying to come to. That helps a lot, starting to see the forest now, I think.
  3. [quote name='Brother Bob' timestamp='1348700869' post='4984154'] The focal length and aspect ratio are determined from the parameters used in the equation in the book. For example, the aspect ration is [i](r-l)/(t-b)[/i] and the focal length (as you appear to be defining it) is [i]n/(t-b)[/i]. [/quote] Thanks Brother Bob, I guess I need to go over it some more. It seems like, in the book, the near plane is actually replacing the view/projection plane. Is that right? I apologize if this is obvious, but I seem to stumbling on it for one reason or another.
  4. Hi guys, I'm having a little trouble wrapping my mind completely around the perspective projection and the relationship to the view plane. A little background:[list] [*]I'm working on a 3D Software Renderer. [*]I'm reading Lengyel's "Mathematics for 3D Game Programming and Computer Graphics" (I've added a link at the end to a preview in Google Books, has a good chunk of what I'm reading at least, pp. 111 and on.) [/list] So, I understand that a basic perspective projection can be achieved with (obviously the matrix is over kill): [ 1 0 0 0 ] [ 0 1 0 0 ] [ 0 0 1 0 ] [ 0 0 1/e 1 ] Where e is the distance to the view-plane(focal length) as a function of the horizontal FOV. This would correctly project points/vertices, but would not perform any clipping. I know that the OpenGL projection matrix transforms all of the points into homogeneous clip-space (transforming the view-frustum to a cuboid), and makes clipping to the frustum much more simple. (The matrix can be seen on pp. 124 linked below, labeled Mfrustum) I also see how the focal length determines the normals from the frustum planes, as well as the aspect ratio's role in the frustum plane normals. What I don't understand completely, is that, both e(focal length) and the aspect ratio seem to have no contribution to the perspective projection matrix. Is the actual projection a final step after transforming to clip-space (and doing the clipping)? Is OpenGL doing something extra behind the scenes? (recall, I'm working on a software renderer) More over, what is the view-plane's relation to the view-frustum? I hope my question makes sense, if not I will be happy to rephrase or elaborate. I appreciate and knowledge you can share. Book Preview: [url="http://books.google.com/books?id=bfcLeqRUsm8C&pg=PA115&lpg=PA115&dq=frustum+plane+normal&source=bl&ots=FqTvf6tUfB&sig=habQb5--rTggjW1ilsbDvv-4eD8&hl=en&sa=X&ei=5nxjUO_fO-XW2AX2zIDAAg&ved=0CEYQ6AEwBDgK#v=onepage&q=frustum%20plane%20normal&f=false"]http://books.google.... normal&f=false[/url]