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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 J.B47

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  1. Hmm I don't take it as an insult. What is ignorance? The act of ignoring: To ignore: not knowing about a subject I have learnt in my short life, that people can not know much about a subject, but can be master in others, so I don't take it as an insult. Good luck to you and thanks for your knowledge and time.
  2. You know nothing about me. I'm lazy because I didn't looked for the functions? Because I don't want to waste my time searching for something that I've been searching for so many time? Go waste your time learning physics... If you are going to help somebody and then insult him, your help is not needed, I don't want it. You know what you can do with it
  3. [quote name='rnlf' timestamp='1349162932' post='4985980'] Well... distance or time and velocity, you don't need all of them. You have to know the direction of motion (as an angle or just give the velocity as a vector). In the first case, you have to use trigonometry (posX = posXold + velocity*time*sin(angle), posY = posYold + velocity*time*cos(angle)), in the second case it's just pos = oldpos + time * velocity (pos and velocity as a vector). But seriously, that are really basic questions usually covered in high school maths and physics, I strongly recommend you read up on basic algebra, geometry and kinematics. [/quote] You are being a ****. I ended school a long time ago and I don't remember anything, and you don't know nothing about the educational system of my country (It's 100% s***). I don't won't to learn, I just wanted the algorithms or functions. I think you were here to help people, not to judge them. I'm being mean because you are
  4. [quote name='rnlf' timestamp='1349084572' post='4985695'] Actually, this is basically the same in 2D and 3D and it all follows directly from the definition of velocity. velocity = distance / time, time = distance / velocity. All you need is the actual distance, which can be computed using vector subtraction (x2-x, y2-y) using the Pythagorean theorem: distance = sqrt(a^2+b^2). For 3D, you add the third dimension and are done. [/quote] Hi rnlf. Thanks for pointing me up! I have another question, how do i get X2, Y2 position depending of the given time, velocity, and distance? Do i need the slope of the line? [url="http://en.wikipedia.org/wiki/Slope"]http://en.wikipedia.org/wiki/Slope[/url]
  5. Hi this is my first post. This subject may had been discused, but I do not know how to search it. I want to make a linear motion. I need the algorithm or functions to these problems: - Move object from x,y to x2,y2 with linear motion, the function should return the time it took to complete the translation (with given velocity), and another function to calcute the velocity giving the time argument - Would it be too hard to implement in a 3D environment? Sorry for bad English / Double post Be gentle on me [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]