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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 DanielKruyt

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  1. Hi there, I recently noted how my Windows 7 and Linux installations behaved differently when handling fullscreen game windows. On Windows, when I alt-tab from a fullscreen game to another window, there is a delay before reaching the other window, in which time the screen is completely black. On Linux, where I use Awesome window manager, switching away from a "workspace" with a fullscreen game on it has no latency whatsoever. However I did notice that leaving X and going to a TTY has a similar delay to the Windows scenario, which leads me to believe that on Linux the game's FB is being blitted into the framebuffer held by the window manager. So: Does Windows switch the framebuffer set (or single framebuffer when there is no multiple-buffering/vsync) that is presented to the screen by the GPU when focusing on a fullscreen DirectX window? Thanks for your time.
  2. The writing that you find when your cat took a nap on your keyboard makes more sense than this guy.
  3. Do you not make games so that they can be played and enjoyed? Games will always be pirated, copied and distributed; there is nothing you can do about that. On the case of multiplayer hacks: if you do not write proper multiplayer code, the hacks will pop up anyway. Might take a few months longer but it will still happen. Client-side anti-cheats are worthless as well, rather do sanity checks on the server.
  4. @haegarr: Yes, I was aware that resizing the texture was a bit, well.. stupid, but I was not sure how costly glBindTexture was, to be honest, and my run-time atlas and model compilation took me quite a while to think up, so I wasn't sure how I could modify the code to suit binding different textures. I'm guessing I can categorise models and terrain into world-space cubes for pre-emptive loading, and build a megatexture for all the static geometry. I'll probably do it at run-time, I believe I saw an article from a Leadwerkz developer about that. Time to rewrite everything for the umpteenth time, lol. Thanks for all the advice, guys. :)  
  5. Hi there,   I'm looking to learn the correct terminology for what I can best describe as 'texture streaming' to aid me in my Googling. It's the problem of memory constraint, when you need to load a texture dynamically because the camera has moved from a city to a forest and you need a whole stash of new textures.      The texturing system I currently use in my engine ( which I am writing for educational purposes as well as a hobby ) is based on a texture array. I use each layer as an atlas except in the case of textures that need to be repeated, where I resize the textures to the maximum resolution and fit them into their own layers.     The problem with this is that I do not know if I even *can* 'stream' new textures into the same texture array, or any algorithms to do so in a timely fashion, hence I need to know what this is called. Any papers/tutorials/etc on the subject are appreciated as well.   Thanks for your time, Daniel Kruyt
  6. You will find learning programming to be a bit easier if you find tutorials which are written in the language you speak every day. I am assuming English is a second language to you. Your struggles with Lua I have seen many times before, on the forum of a game where Lua is used for modding. You will find copying and pasting code is a slow, dangerous way to learn, as it will not always bestow good habits on you. The course your school is offering should help you get into programming, it's a way of thinking as much as anything else. ( I find myself solving real-life problems like I would do in code quite often. ) IMPORTANT NOTE: Do not get frustrated with doing small things, programming a game is NOT an easy thing to do and it may be many, many years before you are ready.
  7. Hi, thanks for all the answers! Is there anywhere that I can go to learn more about modern GPU architectures? I'm very into optimizing any and all code that I write, so I like to know as much detail about the systems I develop for as possible. Thanks for your time.
  8. Hi there, I'm trying to figure why high-resolution textures seem to cook GPUs more than low-res ones. Is it the fact that you need to do more memory reads per texture and therefore use more bandwidth? If that is the case, surely, when the triangle being rasterized is taking fewer pixels of the screen, performance should increase? Thanks, Daniel Kruyt