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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.

mankut

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  1. I am using gluperspective for the projection matrix of the light so I am guessing it is directional?
  2. I am trying to shadowmap a large terrain, I position my light that it is always at the position of the player and looking at the player, the problem is that the shadows now move with the player creating a weird effect where it looks like the shadows are floating above the surface, I tried to just set the light at a fixed location which solved my issue however when the player walks out of this light there is no more shadow, I do not think I can fit the entire terrain onto the shadowmap because the terrain is so large, so how I am supposed to solve this? How do I make the shadowmap only follow the player without the shadows themselves moving with the camera?
  3. I am a bit out of date with the latest graphics techniques, say if I was using OpenGL compatability 4.1 context and I wanted to add an SSAO effect, I would need the scene depth written into a texture and the scene colors written into a texture, I am using an FBO for this. The thing is I already have 16x FSAA on my main window so I should disable that and enable FSAA on my framebuffer instead? like this?   Render to FBO1 (AA enabled on it) -> switch to default backbuffer and draw fullscreen quad with my effect using texture from FBO1?   Is this the correct way to make anti aliasing work the same way as on my main window without any FBO?
  4. Hi all,   I am a C++ programmer of 6 years and I worked in a company who worked on lobby based multiplayer games before, so I am not a total noob. Me and my coworker want to create a simple mobile mmo which has 3D rendering, point and click walking, combat and trading.   We pretty much know we are going with RakNet for our networking but we are unsure how to best design the actual system.   The mobile can only render so much players on the screen so we would have to limit each map to like 1-50 players? Would a channel based system be appropriate to sort this? For example as users join a map and it overflows past 50, the 51st player would be transferred to channel 2 which is an exact copy of the previous map. Am I thinking on the right lines here? if anyone has worked on something like this I would love to hear your ideas, if this was a desktop MMO the whole process would be much simpler since the client could render much more and the network is much more reliable (not wireless).   Say the game gets popular since we want to release the client for free and use microtransactions as a revenue source, if 5000 players suddenly join we need to think in advance what is going to happen, ofcourse we do plan shards and keeping max players on a server to 1000-1500 anyway.