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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.

Tom Savage

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  1. [quote name='Bacterius' timestamp='1352945946' post='5001076'] I've never seen this before. What does the code look like? [/quote] The render is written in Haskell. I'm not sure if many people here are too familiar with it but here's an intersection routine for spheres: [url="https://gist.github.com/4078346"]https://gist.github.com/4078346[/url] [quote name='Necrolis' timestamp='1352953680' post='5001099'] I've seen something very similar to this this, turned out to be precision issues with shadow rays, that is is the ray was intersecting with the surface it was shot from, even though it should be starting from the surface, adding a small offset/bias fixed the problem. it might be a similar issue in your case. [/quote] I suspected floating point precision and already have a minimum distance I will allow for intersections (epsilon in the sample above). I've tried increasing it with no effect. How similar was your example to this one?
  2. I'm currently working on an experimental raytracer which is currently presenting me with a strange artifact that I can't explain. If you look at the first attached file, you will see an example render (1 sample per pixel). On the right-hand side, there is a noisy band in line with the light source (red sphere). I've added arrows to point out the noisier areas. When I increase the number of samples - the noise is averaged out and disappears, but has a blurring effect (visible in the second attached image). Moving the light source will move the artifact as well. It always appears in line with it, moving across the x axis Has anyone seen this sort of effect before?