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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 RobDangerous

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  1. We released a first version of a small C++-library and I'd like to get a little feedback about it. It provides roughly the same features as SDL but it directly abstracts the 3D graphics APIs instead of providing a 2D API on top of it. We think it's a great starting point for any engine development (we use it ourselves in our higher level toolkits like the Kha SDK) or for people who want to stay close to the metal when they implement their games. Even for all those mobile sdks, which currently just use OpenGL - which is still a problem on Windows. It is tiny and runs on all popular platforms. We also have console versions internally, and while we can of course not release those to the public, using console proven technology is still advantageous. It contains it's own small build system, which creates project files for Visual Studio and XCode and a GLSL compiler based on ANGLE, which can output specific GLSL versions and of course HLSL for Direct3D9 or Direct3D11. Minimizing friction for our customers is a big focus and we try to make it as compatible as we can. That means of course full Direct3D support in addition to OpenGL support and it runs without any additional DLLs - not even D3DX (we use a custom binary shader format for D3D to avoid using the D3DX compiler tools). It's still early and a little rough around the edges, we kind of just ripped it out of it's usual surroundings. There is also no documentation yet (but it's really tiny, reading the headers is almost sufficient). But please have a look at it and tell us what you think about it. We have an enourmous website for it at http://kore.ktxsoftware.com and the zlib licensed source code for the lib, the shader compiler and the build tool is located at https://github.com/KTXSoftware