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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.

mbradber

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  1. Thanks for the tip, I'll give it a shot.
  2. Thanks for the reply, when I click on the object that corresponds to the shadow map texture, it throws an error and says it cannot open the file. I'm thinking it's because the format I'm using to create the Texture2D resource it not supported by the image viewer.   For the time being I'm just projecting the shadow map texture onto some geometry and viewing while the app runs, while this works, it would be nice to not have to change my app code in order to debug in memory textures.
  3. Hey guys, I'm writing a shadow mapping app and I'd like to see the shadow map that was generated on the first render pass before I sample it later. Is there a way I can see this shader resource view using the graphics debugger in VS 2012?
  4. Hey guys, I'm learning DirectX and I've recently come across a problem that I would like some insight on. I have a cube class that creates a vertex buffer of vertices containing a 3D vector for position and a 3D vector for normals and a 2D vector for textures coordinates. vec3 position vec3 normal vec2 texcoords   I'm using an index buffer as well so that I only need to have 8 vertices instead of 36. The problem with this is when texturing, the same vertex (for example the front face top left corner) would need to have different texture coordinates depending on which triangle it is part of during rendering (as each vertex will be part of 4 triangles). For instance the front face - top left vertex would have texture coordinates of 0,0 for the two triangles of the front face, but for the top face I would want that vertex to have texture coordinates of 0,1, and for the left face I would want that vertex to have texture coordinates of 1,0. To try and solve this problem I just decided to create another vertex buffer to hold the 4 different texture coordinates and setup the input layout to read the texture coordinates from that buffer. Then I saw that you could only bind one index buffer...The only compromise I see right now is to create 24 vertices instead of 8, where each vertex has 3 permutations of texture coordinates depending on which face of the cube it is being rendered from. So I'm curious as to whether there is a better way to structure your buffers so that you wouldn't need one large buffer of 24 vertices for a textured cube which really only has 8 vertices?   Thanks for the help.