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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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About pizza123

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  1. I read about impulses, but the only thing I don't understand about them is when to apply them (right at the collision, or at the beginning of the loop? if it is in the beginning of the loop I would have to store them at collision?). Also, what should I apply them to, the current velocity or a temporary velocity that I will later apply to the current velocity? Also, currently I implemented a discrete system, and there is a lot of jittering (especially when objects are supposed to be at rest), is there any way around that?   Thank you
  2. Hi,   So I'm making a physics engine and I'm having trouble calculating the net normal force of an object that is in touch with many other objects (it works for 2 but doesn't work for more). The scenario is a circle is between two other circles (ontop of them, in the middle) and there are more circles on top of that circle. There's also gravity acting on the circle. Right now the way im calculating the net force on the object is first I apply gravity to it, then I apply the normal force from the first object in contact and get a new net force, then I apply the normal force from the second object to the net force and get a new net force, and etc... However I'm not sure if what I'm doing is correct. Is this the way to do it or is it wrong?    Thank you
  3. Thanks for the replies, I did it the quadratic way and it worked, but I might try the other ways later. 
  4. Thank you for the reply, but I don't quite understand what you mean by using coordinates where one of the circle is not moving? Like find relative velocity or relative position? And for finding the shortest distance between a segment and a point, what would be the segment and what would be the point? 
  5. Hi,   I'm trying to find the time of impact between two moving circles. Right now I was finding the closest distance between the circles (like if you just draw a line between their centres), however if the two circles are moving then the actual closest points (& distance) for impact are different. I was wondering what would be the easiest way to find those points?   Thank you
  6. uh should'v posted in the math and physics section, my bad
  7. Hi,    I'm trying to make a 2D physics engine, and for the hit detection I'm currently using SAT. Currently all objects are stationary and the collision detection is discrete, but I'm trying to implement a continuous collision detection. I did some research and found out there's "swept SAT", but from what I understand it can only predict the collision between moving objects that are not rotating (but can't predict the collision between two moving rotating objects). However, I also found out about Minkowski collision detection and that it can work for continuous collision detection for moving rotating objects, but I didn't really do much research into it because I already have SAT. I was wondering if there's a way to predict whether and when two moving rotating objects will collide with SAT, or if I should try to implement the Minkowski collision detection (also, how hard is it compared to SAT?).   Thank you