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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 thefatshizms

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  1. Probably because you should be looking for rendering engines and not game engines. A Rendering Engine is only a subset of Game Engines (which also deal with Physics, AI, Networking, Audio). Furthermore you'll probably get info about realtime rendering methods, while you should be looking for offline raytracers, pathtracers and the like, which is what's used in (most) animated movies. Mitsuba can be very educational.   Thanks! This helps a lot.   I have also been looking at papers pixar provide on rendering techniques etc (http://graphics.pixar.com/library/).
  2. Thanks, I'll have a look.
  3. I think I've seen that big bunny movie thing, I didn't know it was done in Blender.   I'm more into the programming and technical aspect and practically useless when it comes to art so making a movie would be incredibly hard for me. Thanks for the tips on what I'd need to do in order to make this engine, I'll do some more research and compile a big list of everything that a common animated movie engine requires.   I've also found an open source renderer, http://www.renderpixie.com/ which is an alternative to renderman. Although it doesn't include things like physics.
  4. Hi there.   I find programming graphics extremely interesting, especially within game engines and animated movies from studios such as Pixar and Disney.   Creating a game engine is no easy task, although, you find plenty of tutorials and open source projects to help you on your way to creating your own. However, I have yet to see any tutorials based on non-realtime graphic solutions for things like animated movies, which is what I'm interested in. Does anyone know of any tutorials/papers/open source projects that would help me on my way to creating something in which I could create (simple) non-realtime animated movies like ones you see from Pixar/Disney.
  5. I seem to keep confusing myself. I've also been looking at this: http://code.google.com/p/gamecode4/source/browse/trunk/Source/GCC4/Graphics3D/ But the way they do it seems to confuse me in parts as well
  6. Ah okay now I understand. Yes a scene class is what I need... How would I implement it? How would I invoke Render() of everything it contains?
  7. Update: Been reading my c++ book and there seems to be stuff in there about creating an application framework how I want. Now the only problem is how do I get my main loop to call a Render() function that will call all class render derivations of that function. I've seen some people do it (though can't remember where) by putting adresses of classes/objects or something within a vector and then looping through the vector to call all the Render() functions (or something like that).
  8. I don't understand how that would allow me to call all OnRender etc functions within the main loop. @Jason would you mind giving me a quick example? Thanks.
  9. Thanks for the reply sean. I think I now understand. About the code, I can't seem to get it working... It seems that the virtual function isn't being called (DoRender() though OnRender does) inside the main loop.
  10. Thanks for the replies. An framework is what I was looking for yes. To try explain it more if I've confused anyone here's some code (note: sorry for the indentation, I'm on my phone and have no internet on my pc): Class Graphics { Public: // Virtual void Render(); }; // Class Light : public Graphics { //implements lights within the game/scene Public: // void Render(); }; // int mainLoop() { While(true) { // Gfx->Render();// something like this but what it will do is call all render functions from all the "subclasses" like light, geom etc } Return 1; } Again, sorry for the indentation/sloppy code... I'm unable to get to a pc with internet access at the moment. Also, thanks sean I'll have a read and think about what you've said.
  11. Okay so I'm creating a small game engine based in directx11 (both for educaational purposes and fun) and I've come into a bit of bother with designing my c++ classes. Basically I want to have a default graphics class which will do all the minimum required stuff for directx and then I have sub classes which will inherit from this class so I can use functions like onrender etc. This is where I've got an issue... I'm not sure how to make it so I can create my subclasses and inherit these functions easily without adding their onrender functions etc to the programs main loop in order for them to be called. I hope this makes sense... I'm on my mobile so its hard to type. In conclusion I want to be able to make subclasses or "subsystems" in which the functions that they've overwritten/etc get automatically called in the main loop without having to create an object of every class and calling the function. If you need more explaining please say so.
  12. Thanks for the insight! VSYNC seems to work great for cpu usage :) (It does slow down the rotating of the cubes but I'm going to leave that to the fact I havent implemented rendering based on time yet).
  13. Okay so I'm having a slight problem with cpu usage with my directx 11 application. The cpu usage isn't that high but for the things it's doing (which isn't a lot, rendering 2 cubes with textures and then rotating etc) it shouldn't be that high.     The code is located at: https://github.com/thefatshizms/MEngine/tree/master/src   Sorry, at the moment the code is in a bit of a state and I'll clean it up tomorrow.
  14. It's sad that the site was deleted/the guy stopped doing the tutorials :/ I would of thought that if it was only the guy stopping making the tutorials that he could keep up the site still and just put a little side note saying these tutorials have been discontinued.
  15. Eh I'm not copying it, if I was it would work. it seems to work on this tutorial: http://www.braynzarsoft.net/index.php?p=D3D11WVP#still