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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 I am currently working on a piece of software based in WPF 3D(cant use XNA or DirectX). It requires that I take a mesh and deform it using a kinect skeleton. The software has two areas, one where binding is performed and the other where deformation is performed. The basic idea is I take a snapshot of someones skeleton in an approriate bind pose. I position the mesh we want to deform in front of the skeleton and tell it to bind. 3D distance calculations determine what bones are connected to which vertices and their weighting are based on distance to the bone. So I now have a binding skeleton and our mesh weighted. In the deforming stage I take this information and calculate the inverse matrices for the binding skeleton and apply this to the mesh. This deforms the mesh to skeleton unity. I then multiply the unity mesh by the current user skeleton matrices for who ever is in front of the kinect. The idea is that the mesh should bind to the user skeleton and we should have a mesh that is deformable by the user. However I cant seem to get it right. There appears to be stretching of the mesh and rotation instability as I move the joints (causing sharp jumps). So I have three basic methods BindBones, GenerateInverseBindingSkeletonTransformedMesh and DeformMesh. The first determines the weighting of the mesh and what vertices are connected to which bones, the second transforms the mesh we have by the inverse of the binding skeleton matrices and the third takes that mesh and transforms it using the current user skeleton. I've attached a screenshot exhibiting the behaviour, the binding and deforming skeleton are exactly the same thanks to the dummy but the mesh clearly isnt the same. With smooth skinning switched on it goes nuts, with smooth skinning off(only one bone deforming) it looks nearly right. Has anyone got any idea of what this behaviour might be caused by? I can provide more detail if required. Thanks, Brett