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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. I really appreciate your advice, thanks!
  2. Thanks, everything's more clear now. I've been looking around and haven't been able to find any examples of managing the memory inside the VBO. Does anyone know any source I could look at to get a better understanding of the subject?   EDIT - I feel like I should explain what I'm trying to do. I'm making a simple 2D game. There might be maybe 100 quads on screen at one time, and there will only be one large texture made of mutliple .pngs. If I wanted to add a game object at run time, I'd need to add a rendering component containing the vertex data (position and texture coords).   Would it be best to just add/delete each game object as a new VBO? Or should I used the memory managament method Bob described with a single VBO?     I'm attempting to write code that code be the basis for further development, so I'm trying not to use any bad practices. This is purely for education purposes as I find programming, and specifically graphics programming to be incredibly fascinating.
  3.   You can pass a translation matrix as a uniform variable to a shader and render one object twice with different matrices.   Just to clarify, since I'm horribly new to graphics programming. Hypothetically, if I wanted 10,000 2D right triangles all with the same texture coordinates, I would only need 1 set of data in the VBO? (edit)   Could you explain how this would differ if I had multiple different shapes/textures?  2 2D shapes + same texture = 2 sets of data? 2 2D shapes + 2 textures = 4 sets of data? 3 2D shapes + 2 textures = 6 sets of data?   Really having a tough time wrapping my head around, thanks for the help.
  4. I was originally thinking just that, but I'm making a simple 2D game and only using textured quads. Everything I've been reading has basically stated it's considerably more efficient to stick them into one VBO instead of many.   Also, I feel like I'm missing something important here. If I have 2 objects, both exact copies except for position, is there a simpler way to render them besides passing the data twice?
  5. I'm new to Modern OpenGL and have been following a handful of tutorials online. I'd appreciate some clarification on a few things so my head doesn't explode. None of the tutorials speak of adding/removing data from VBOs once the buffer has already been filled. I could really use some assistance.     So let's say I have 2 objects, each with vertex data loaded into a single VBO as   [x, y, z, w,  r, g, b, a,  x, y, z, w,  etc]   What's the best practice to adding another object to the VBO? Copy the original VBO into a larger array, add the new vertex data, then bind the larger array as the VBO?   Also, how would I go about removing objects (all of their vertex data)? Destroy the VBO and create a new one? (Removing particular parts of the VBO is beyond me.)   As you can tell, I don't quite have a grasp on the concept. If someone could point me in the right direction I'd very much appreciate it.