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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. [quote name='Vaclav' timestamp='1355842477' post='5012064'] Thank you for your reply. [quote name='Waterlimon' timestamp='1355834227' post='5012016'] b)Save snapshots at some interval, then either interpolate or simulate forward/backward from closest point (whichever works the best) [/quote] So I'm going to do this. Set the position, rotation, velocity and angular velocity at the earlier of the two frames next to the desired time. Then advance physics by the difference between the desired time and the frame time. This should be better than interpolating between two frames myself, because a collision might happen in the meantime. [/quote] Hi Vaclav, I'm not sure what your specific use case is here, but be aware that physics systems don't like 'teleporting' collision geometry around. It is a slow process. Consider it (some what) equivalent to setting up the initial scene... more specially, when you teleport an object its potential collision lists will need to be re-updated entirely, rather than the presumably more optimized process used when moving an object with velocity. (Obviously every system/engine is different and this may or may not be applicable). With the snapshot approach, while 're-winding' you don't need to move all the collision geometry around (only the visual geometry)... only once you go to re-start time do you need to move the collision geometry to the new location (and probably best to do this with a completely re-load of the physics world). This will only result in a performance spike when restarting the simulation which you can hide behind a transition effect. Cheers, Brad
  2. Hi Xcrypt, I worked as game physics programmer for a number of years during the xbox/ps2 -> 360/ps3 transition. From the sound of things, you want to do physics simulation programming? Games being one application of this? If it is the mathematics of physics simulation that interests you then graphics programming is not that important. It will depend on how visual you want your simulations to be... If your actually interested in making physics games, then I would say graphics are important. My understanding of graphics was pretty minimal when I started but when your physics simulation starts to interact with skeletons/geometry (such as with ragdolls or cloth) you'll need to have a decent understanding of how skeletons work and local/parent spaces and translating worldspace simulation data into changes in local position and orientation of bones of the skeleton. Cloth/hair simulation is harder again dealing with vertex and geometry formats (i.e. as your simulation manipulates the cloth the vertex normals and uv coordinates might need adjusting). But, game physics is made easier by all the popular engines (bullet, havok, physX to name the most popular). These all provide a foundation from which to implement the physics of your game. Bullet is also great if you want to get involved in the mathematical side as all the source is included. You could implement your own solver and take advantage of all other scaffolding that is already setup. Or create your own system for what ever you want to simulate. Also, physics programming (from a game perspective) is significantly more about providing a efficient and easy interface to the physics engine being used. I spent most of my time implementing wrappers around different underlying engines and providing features to artists (e.g. configurations so artists could add physics functionality to their art assets). I should also note that physics programming is a specialty of programming... I'd suggest developing your general programming skills (shell scripting/operating systems/ C++ (and other languages)/ algorithms/ etc) as well so that you make yourself as attractive as possible to potential employers. Getting started in the industry as a physics programmer is pretty hard, most juniors would start off learning many different aspects of game programming (graphics/ai/ gameplay/ asset pipline/ etc) before choosing a specialty... And in this day and age where AAA titles are on the decline and mobile games on the rise, a jack of all trades is much more useful But, if your at the bleeding edge of mathematics, with good concurrent/vector programming skills, companies developing physics engines need employee too (albeit jobs are few and far between). I hope that helps. Cheers, Brad