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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 m3t4lukas

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  1. Hello again,   I patched it up by storing the yaw seperately in my player class. I hope anyone has an swer to this for me to have it the "clean" way.   Happy Hacking Lukas
  2. Hey guys,   I may have encountered a bug, but I'm not sure, maybe this is the way quaternions work.   I try to calculate the models roatation based on the camera angle, the angle of the analog stick, the model angle and the time. So far my code works out well as long as my model keeps being rotated between 0 and 180 degrees (counterclockwise, along y-Axis, y-Up). To get the ModelInstance's rotation (still along y) I use Quaternion quatRotation = new Quaternion; modelInstance.transform.getRotation(quatRotation); float rotation = quatRotation.getAxisAngle(new Vector3 (0f, 1f, 0f)) % 360f; but rotation is always between 0f and 180f. Even if I'd expect (because I see it on my display) the value to be e.g. -6f it still is 6f. So basically the rotation gets mirrored along x-Axis.   Do I do anything wrong or is this a bug within libGDX?   Thanks in advance Lukas
  3. Thanks again Álvaro,   I do have one querstion regarding your formula. What does the interpret_imaginary_part_as_3D_vector function do?   Thanks a lot so far :) Lukas
  4. Hi,   thanks for the quick reply. Here are the formular I know which I would use (assuming y-up): vertexB.x = vertexA.x + (cos(yaw * PI / 180) * radius) vertexB.y = vertexA.y + (sin(pitch * PI / 180) * sin(yaw * PI / 180) * radius) vertexB.z = vertexA.z + (cos(pitch * PI / 180) * sin(yaw * PI / 180) * radius) so how do I calculate such a thing (which is a spherical movement) with a quaternion?   Greetings Lukas
  5. Hello guys, I have a problem with my third person camera. I want to find out the position of the camera and the position of the look at spot. I know how to calculate this with ?, ? and ? angles but I really don't have a clue how to calculate verticex B based on a vertex A, a quaternion and a distance between vertices A and B.   It would be great if anyone could provide formulars or point the direction to go.   Greetings Lukas
  6. Thanks a lot :) Sounds to me to be runtime intensive especially for objects reflecting each other...
  7. So I will first have to create an environment Map of the Environment?
  8. Hey guys,   I have searched through the internet the wole day now but I could not find an answer to that big question. What about reflection on uneven planes?   Of course for reflection on even planes like a standard mirror you can mirror along the plane, turn on stencilbuffer, turn off depthbuffering and draw all again, but what about convex or concave surfaces (e.g. a car chasey)?   Thanks in advance Lukas