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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. So GL_CULL_FACE will also skip polygons that are covered by other polygons? In that case I don't need to implement back-face culling. Could anyone else confirm that GL_CULL_FACE will only draw the polygons directly visible on the screen? If I turn off the GL_CULL_FACE command, it doesn't actually flicker, but switches between drawing the polygons facing the camera and the polygons facing the other side. Hard to explain what I mean... Thanks for all help
  2. Thanks.. but I probably used the wrong word. What I'm trying to do is to not render polygons that can't be seen from the view. For example a box have 6 squares. If the camera is looking streight on the box, only 1 of 6 squares is visible on the view, so I don't want to render those other 5 squares. The OpenGL function glEnable(GL_CULL_FACE) only stops rendering those polygons that are inside the box. Since OpenGL doesn't have world coordinates, I have to work with object coordinates. That's why I try to create a camera vector that I rotate together with the object. Is there a easier way?
  3. I'm trying to implement back-face culling. The problem is that the object flickers all the time when I rotate the object. I'm rotating the camera vector when I rotate the object. Then I use the dot product of that camera vector with the polygon's normal to be able to determine if I need to draw the polygon or not. The thing is that it seems to work fine if I don't rotate the camera vector, so I think that the rotation is wrong. This is how I rotate the camera vector: // Setup camera location gluLookAt(0,0,60,0,0,0,0,1,0); camera.x = 0; camera.y = 0; camera.z = 60; // Rotate camera vector around Y-axis int x = camera.x, z = camera.z; camera.x = x * cos(angle)+ z * sin(angle); camera.z = z * cos(angle)- x * sin(angle); // Rotate and draw the object glRotatef(angle,0,1,0); DrawObject(); Does anyone know a solution to my problem?
  4. Thanks Rixter, I understand it now. I was also trying to check the number of lines a certain position will destroy and place the block there, but that ended up with several holes instead. Your version is much better. Thanks again all :D
  5. Thanks alot edotorpedo, I'll try to implement your method. But I don't know if I understand your method correctly. My AI for the moment, weights the number of holes it makes and the lowest position possible. But that tends to make alot of I holes that only the I-block can save. Could you make a very simple example on one block that is dropped, so I can see how the numbers are retrieved and calculated?
  6. Yes, I meant an AI player for Tetris. I forgot to mention that :P Thanks for the help. I was thinking about that solution, to search for every possible move until I can make it fit somewhere. But it seem too far-fetched. I think I'll try with the minimax algorithm you suggested. So I need to store each possible move into the tree. Do I have to store the amount of blocks in a row that particular move affect, and then pick the move where the most blocks in a row is? Or something like that?
  7. Hi! I want to create a very simple Tetris AI. But I can't figure out a good enough algorithm. I've tried to search for known algorithms for this, but all documents I find seems to lead to one person (Colin Fahey), and his work can't even be found.. :( Does anyone have an algorithm, source or anything that can help me create a simple Tetris AI? Prefarable an algorithm that are simple to understand.
  8. I guess I'm screwed, but thanks alot for your help. I have no idea how to do the conversion myself. Doesn't that mean I have to know how IDirect3DSurface9 is built up? I could probably save the D3DSurface on a bitmap and then copy the bitmap to the buffer, but that would be too slow.
  9. How do I copy the content on a Direct3D surface to a custom buffer. Like the glReadPixels() does for OpenGL. I want to copy the data to a unsigned char* buffer. If I use IDirect3DDevice9::GetRenderTargetData or IDirect3DDevice9::GetBackBuffer the data have to be stored in a IDirect3DSurface9 object. Any tips on how I should do that? What I'm looking for is an Direct3D way to do this: unsigned char* buffer; glReadPixels(0,0,x,y,GL_RGBA,GL_UNSIGNED_BYTE,buffer);
  10. Hi! I want to create my own decoder for compressed audio. I guess OGG Vorbis is the best choice. Do anyone have a simple decoder with source code that can easily be read and understand? Or does anyone know or have a detailed document on how to implement it?