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      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.

Twiltie

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  1. Okay, thanks for the reply! So you're saying that I should look into some of the algebra behind those multiplications and write a method that takes advantage of their specific properties?  
  2. Hi All, this is my first post so please forgive me if this is the wrong section or misdirected!    Now to get down to business. I have been working on a 3d visualization for a simulation in XNA. The graphics are all implemented and I have  been trying to improve performance. I have isolated that the main performance hog is all the matrix operations done on animated models. (The project is currently CPU Bound)    Specifically this code  //Compute all of the bone absolute transforms for (int i = 0, index = 0; i < model.Bones.Count; i++, index++) { model.Bones[i].ComputeAbsoluteTransform(); model.boneTransforms[index] = model.Bones[i].AbsoluteTransform; } //Determine the skin transforms from the skeleton for (int s = 0; s < model.ModelExtra.Skeleton.Count; s++) { model.skeleton[s] = model.Bones[model.ModelExtra.Skeleton[s]].SkinTransform * model.Bones[model.ModelExtra.Skeleton[s]].AbsoluteTransform; }   Even more specifically the compute absolute transform is particularly CPU intensive.    private Matrix _scaleMatrixTemp; private Matrix _rotationMatrixTemp; private Matrix _translationMatrixTemp; private Matrix _transformMatrix; private Matrix _tempA; private Matrix _tempB; /// <summary> /// Compute the absolute transformation for this bone. /// </summary> public void ComputeAbsoluteTransform() { Matrix.CreateScale(ref bindScale, out _scaleMatrixTemp); Matrix.CreateFromQuaternion(ref rotation, out _rotationMatrixTemp); Matrix.CreateTranslation(ref translation, out _translationMatrixTemp); Matrix.Multiply(ref _scaleMatrixTemp, ref _rotationMatrixTemp, out _tempA); Matrix.Multiply(ref _tempA, ref _translationMatrixTemp, out _tempB); Matrix.Multiply(ref _tempB, ref bindTransform, out _transformMatrix); if (Parent != null) { // This bone has a parent bone Matrix.Multiply(ref _transformMatrix, ref Parent.AbsoluteTransform, out AbsoluteTransform); } else { // The root bone AbsoluteTransform = _transformMatrix; } }   I have read about the benefits of using the ref version of Matrix multiply. But is there something I am missing, this still seems to be the most CPU intensive part of the whole application. Is there something I am missing that can be moved to the GPU? Or is this just the price one has to pay for skinned animations?   Thanks!