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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 nacmacneedle

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  1. Uhm. Well. I... uh... fixed it but of course it was not such a stupid thing... *whistles innocently* ;-) *lol* Thanks... I wouln't have spotted that in a hundred years. I must say, the workaround looked better, at least with a simple box...
  2. Hi community! I'm currently writing a cel shaded game. The cel shading itself works quite well, but drawing outlines seems to be a bit harder. At the moment I'm solving this by loading my model two times, enlarging one copy by 1% and then rendering the back faces black to get the outline. But since the game is aimed at handheld devices and I have to do deformation operations which will scale O(n^2 ) or even worse I can't take the costs of doubling the vertices. I wanted to render the back faces black and let the vertex shader enlarge them in direction of their surface normals, which I read is a common method. So I created the following vertex shader and combined it with a fragment shader which returns only black. attribute vec4 a_position; // given by model loaderattribute vec3 a_normal; // uniform mat4 u_matrix; // combined matrixuniform float u_thickness; // outline thicknessvoid main() { vec4 position = a_position + normalize( vec4( a_normal, 0.0 ) ) * u_thickness; gl_Position = u_matrix * a_position;} When I only use the outline shader I get the black back faces, but when I draw the cel shaded model over the outlines, it has exactly the same size, so I don't get any outlines. Why doesn't my shader resize the back faces? Attached is (hopefully) a screenshot of the rendered with the cel-shader and the outline-shader next to each other as well and with my current workaround which produces the desired effect. I apologize for the formatting... somehow my line breaks seem to get removed upon posting?