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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.

ched59

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  1. Hi, I'm working on an application which has the following design: - several rendering processes which could be seen as several independent applications; each needs to render graphics using the OpenGL API. Each process renders into a texture (as of today using a frame buffer object). - a kind of arbiter process which owns the actual visible window and "chooses" at a given time the source of the image to actually render into that window (from the different rendering processes). The actual rendering is done inside the arbiter process by using a textured full screen quad; the texture content being selected from one of the rendering processes. For now, I have this working by downloading, inside each rendering process, the frame buffer object into a shared memory region (shared between the rendering process and the arbiter process). The arbiter process then uploads this content as a texture into a pixel buffer object and renders the full screen quad. However I find this very inefficient performance wise. Is there any mean to avoid that download/upload sequence and just leave the texture all the time in the GPU memory and get access to it directly from the arbiter process (although it would be created/updated by the rendering process) ? I'm open to any kind of ideas, whatever technology or design change is required (mixing OpenGL with whatever else technology and/or using something different than pixel buffer objects/frame buffer objects). For information, I'm in control of the source code of each rendering process as well as the arbiter process so I can do whatever I want in each of those. Moreover, one process creates all the others at run time so if there is a need to play with security settings or whatever, this is possible also as all the rendering processes are children from the arbiter process. The only limitations are that I need to keep those seperate processes (and not just threads inside one process) and the rendering processes have to use the OpenGL API for rendering. Finally, this is using C/C++, targeting Windows XP. Thanks for your help. Edouard