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      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 bioglaze

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  1. You shouldn't call glGenBuffers( 1 , &vbo_id); in the rendering function, because it creates a new buffer object, causing performance and memory issues.
  2. Day job as a graphics programmer at a console/PC studio, writing shaders, renderer backend and frontend features etc. My major hobby project is my engine. Current version doesn't look as good yet as my older engines, because I'm learning modern APIs like Vulkan, D3D12 and Metal and haven't implemented all features. I also like the D language and I'm implementing graphics stuff (modern OpenGL, Vulkan) on it. Ongoing projects can be found in the github page linked above.
  3. Looks good, but the project page could be in English to get more users.
  4. One option is to use the D language. Fast compile times, modules, package system, array slices, readable templates, compile-time functions, unit testing, variables initialized by default etc. make it a good, modern language. At least one commercial game, Quantum Break, uses it.
  5. OpenGL

    You can also do the edge detection using a Sobel filter in the pixel shader.
  6. I found this when searching for implementations some time ago: https://www.shadertoy.com/view/ldfGWs
  7. If you haven't already, you should enable D3D debug layer to get API errors and warnings into console. Search for D3D11_CREATE_DEVICE_DEBUG or "d3d debug layer" to find out how to enable it.
  8. There's a typo in your store page:     Should be:  
  9. OpenGL

    You could try deferred rendering. OpenGL 2.1 is very old and if you use 4.3 or newer with compute shaders, you could cull the lights with compute shader (Forward+ or Tiled Deferred).
  10. The question is a bit unclear and the answer depends entirely of your engine architecture/libraries/programming languages but generally yes, shaders can be compiled as a pre-processing step, textures can be compressed etc. just once and used many times.
  11. I think you mean http://slither.io and also remember seeing this question on gamedev.stackexchange.com.
  12. Why Express? Community has more features like support for plugins.
  13. By saying that there are only 8 lights available I guess you're using legacy OpenGL/fixed function rendering and should move into a more modern style where there are no lights in the API, instead you program them manually.
  14. OpenGL

      Would you suggest reading the entire series, or just the latest book?     It doesn't really matter. The books contain articles on various topics so studying the table of contents before buying is advised.
  15. OpenGL

    GPU Pro series.