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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.

hbdevelop1

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  1. I am Sorry. It was my mistake : I had one glPushMatrix in excess elsewhere in the code. So at the end of each frame, I had a matrix forgotten in the stack. and at the 32nd frame, the matrix poped no longer corresponded to the one immediately pushed.     I guess openGL should signal the overflow in the matrix stack by a crash or a warning, rather than poping an incorrect matrix.       Thank you for your answer and your time  
  2. Hello,   I have noticed that I don't get the same matrix I pushed !! Does anybody have an idea ? Thank you   Here is the code I am using:   #include <assert.h>   int DrawGLScene(GLvoid) {       rtri+=.2f;       GLdouble mat5[16],mat6[16];         glMatrixMode(GL_MODELVIEW);       glLoadIdentity();         glRotatef(rtri,0.0f,1.0f,0.0f);         glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble *)&mat5);         glPushMatrix();       glPopMatrix();         glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble *)&mat6);       assert(matequal(mat5,mat6));                                                               <----- execution breaks here }   bool matequal(GLdouble *N,GLdouble *M) {       if(             M[0]==N[0] && M[1]==N[1] && M[2]==N[2] && M[3]==N[3] &&              M[4]==N[4] && M[5]==N[5] && M[6]==N[6] && M[7]==N[7] &&              M[8]==N[8] && M[9]==N[9] && M[10]==N[10] && M[11]==N[11] &&              M[12]==N[12] && M[13]==N[13] && M[14]==N[14] && M[15]==N[15]  )             return true;         return false; }  
  3. Hello, I have noticed that the basic 3D rotation matrices in  http://en.wikipedia.org/wiki/Rotation_matrix rotate vectors clockwise and not counter-clockwise, when the axis about which they occur points toward me ! For example: the following operation yields the vector (0,1,0) [1      0      0     ]   [0] [0  cos(90)  sin(90) ] X [0] [0  -sin(90) cos(90) ]   [1] Am I missing something ? Thank you for your help
  4. I found out my error when I was trying to write my respond explaining that I am doing nothing wrong ! My product operator expects a quaternion class constructor with the W component as a first parameter. While the available constructor expects an angle as the first parameter. HQuaternion HQuaternion::operator*(HQuaternion & q) { return HQuaternion( w*q.w - v.Dot(q.v),HVector3(q.v*w + v*q.w + v.Cross(q.v) ) ); } HQuaternion::HQuaternion(double angle, HVector3 & _v):v(_v) { double angleover2 = angle/2; double c = cos(angleover2); double s = sin(angleover2); v.Normalize(); w=c; v *= s; } Thank you for your responses and for the link
  5. Hello, With the two quaterions q1=q2=(cos theta/2, sin theta/2, 0, 0) Does the product q1q2 yield a third quaternion q3 equals (cos theta, sin theta, 0, 0) ? This is the result I am expecting to have from my quaternion class, but I don't have it. My expectation is based on the fact that the concatenation of q1 and q2 will yield a quaternion representing both rotations. That means, for me, the sum of the angles each quaternion represents if the rotations are around the same vector. So, does the product q1q2 yield a third quaternion q3 equal (cos theta, sin theta, 0, 0) ? Or is there anything wrong with my assumption ? Thank you in advance
  6. Oh! Yes, you are right. I was thinking of my code while writing the email. Because my code looks like : HQuaternion q1(PI_over_8,HVector3(1,0,0)); HQuaternion q2(PI_over_8,HVector3(1,0,0)); HQuaternion r1=q1*q2; HQuaternion q3(PI_over_4,HVector3(1,0,0)); assert(r1 == q3); Please respond my second email "Quaternions concatenation is the sum of angles ? (2)" Thank you
  7. Hello, With the two quaterions q1=q2=(pi/8, 1, 0, 0) Does the product q1q2 yield a third quaternion q3 equal (pi/4, 1, 0, 0) ? This is the result I am expecting to have from my quaternion class, but I don't have it. My expectation is based on the fact that the concatenation of q1 and q2 will yield a quaternion representing both rotations. That means, for me, the sum of the angles each quaternion represents if the rotations are around the same vector. So, does the product q1q2 yield a third quaternion q3 equal (pi/4, 1, 0, 0) ? Or is there anything wrong with my assumption ? Thank you in advance