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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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  1.   I had the same feeling..     I decided to follow your suggestion and go on with the depth peeling. Currently I am trying to implement a simple version of it, that is just the original algorith (no dual) without occlusion query..   I just wonder if I can implement it without shaders.. is it possible? I ask because I have only a rough knowledge about and this would require a break to go deeper through shaders and then moving on
  2. I don't know shaders, but I have a basic idea of their concept.   I need to implement depth peeling and so I would like to know if first I should go deeper into the shader world or it could be implemented without shaders, just using smartly the glDepthFunc..  
  3. Hi people ,   I saw the presentation at the High-Perf Graphics "High-Performance Software Rasterization on GPUs" and I was very impressed of the work/analysis/comparison.. it looks amazing..   http://www.highperformancegraphics.org/previous/www_2011/media/Papers/HPG2011_Papers_Laine.pdf   My background was Cuda, then I started learning OpenGL two years ago to develop the 3d interface of EMM-Check, a field-of-view-analyze program to check if a vehicle is going to fulfill a specific standard or not. essentially you load a vehicle (or different parts), then you can move it completely or separately, add mirrors/cameras, analyze the point of view and shadows for the point of view of the driver, etc..   We are dealing with some transparent elements (mainly the field of views, but also vehicle themselves might be), therefore I wrote some rough algorithm to sort on fly the elements to be rendered (at primitive level, a kind of Painter's algorithm) but of course there are cases in which it easily fails, although for most of cases is enough..   For this reason I started googling, I found many techniques, like (dual) depth peeling, A/R/K/F-buffer, ecc ecc   But it looks like all of them suffer at high resolution and/or large number of triangles..   Since we also deal with millions of triangles (up to 10 more or less), I was looking for something else and I ended up to software renderers, compared to the hw ones, they offer free programmability but they are slower..   So I wonder if it might be possible to implement something hybrid, that is using the hardware renderer for the opaque elements and the software one for the transparent elements and then combining the two results..   Or maybe a simple (no complex visual effect required, just position, color and simple light) ray-tracing algorithm in cuda/opencl might be much simpler from this point of view and give us also a lot of freedom/flexibility in the future?   I did not find anything on the net regarding this... maybe is there any particular obstacle?   I would like to know every single think/tips/idea/suggestion that you have regarding this     Ps: I also found "Single Pass Depth Peeling via CUDA Rasterizer" by Liu, but the solution from the first paper seems fair faster