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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.

Heretic

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  1. OpenGL

    you may take a look at nvidia's scenegraph, they even have a demo of such a car :) http://developer.nvidia.com/object/nvsg_home.html
  2. Well, I can't say too much about PHP except for it's extremely ugly . Alternatives ? I'm using Spyce, a Python based server-side scripting language. It's just like PHP but instead of a crippled C++ syntax, it uses the Python language directly. Waiting for 'D Server Pages' though...
  3. LOL @ ppl's fun detectors :>
  4. you may render the terrain geometry in any order you want with depth test set to EQUAL
  5. I don't think this technique would be very applicable. To voxelize geometry, you'd have to have a perfectly manifold mesh and build a solid-leaf BSP tree with it. Unfortunately, that's not the kind of geometry that artists tend to produce. And even if you forced your artists to do so, you'd already have the right representation to do it all using polygons only. Voxelixing would only worsen the entire quality. Possibly voxels could be used for some simulations, but I'd rather see them in fluid and alike objects, not hard, rough objects that the scene is often composed of. For that example of a bridge it would be more applicable to have a normal polygonal model and add some physics information to it, like where the main construction joints lie, so you could perform physics simulations on it. The VB talk is about carving normal geometry with CSG. You cannot perform CSG on static vertex buffers, so you have to regenerate those. The operation of 'compiling' a static VB takes some time, so Etnu has a technique to use dynamic vertex buffers whilst the upadates to the geometry are performed and 2, 3 frames longer in the case of a massive geometry modification and then convert it to a static vertex buffer to have it render fast. The memory problem could probably be remedied by performing a simple Lod on the output, just like S. Melax does, but also on the surrounding geometry so that you can cut off some polies in one place to add them elsewhere. The OCtree is basically an optimization technique. Let's say you fire your bazooka somewhere. The rocket hits the wall and you want to know what geometry will have to be touched. You can check it using OCTree in order to accelerate the geometrical query on the dataset. Just my view, you mileage may vary ;) Probably one of the most interesting tasks in destructible environments would be to update your radiosity :] You could e.g. put lots of dust everywhere for a few seconds and in the meantime use photon tracing and calculate the lighting over time if ya had a huge hole in a wall between dark and lit rooms... This could be a killer.