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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 xeon_rave

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  1. Hmmm I think the "instancing" will solve my issue. As I have read the link, the minimum shader version is 3.0. I would like to support more audience by at least moving to shader version 2.0. Are there any other options rather than the instancing the shader 3.0 is using and rather than going back to Fixed Function Pipeline.     The topic is about D3D9, so geometry and tesselation shaders do not apply here.     Why? DirectX9 doesn't support those kind of shaders?
  2. Hi guys,   I'm rolling my own rendering engine for 2d games. Before, I'm using Fixed Function Pipeline (FFP). I'm using dynamic vertex and index buffers. Lock/Unlock the buffers each frame. Batch the sprites(1 drawindexedprimitive() call for consecutive sprites that has the same texture).   Now, I would like to switch to Shader approach. As of now, I was able to draw a single rect using static vertex and index buffers, pass the computed World/View/Projection matrix to the shader (.fx file). It was great! I can now see my awesome rect with vertex colors. I'm no longer Locking/Unlocking my buffers every frame which I believe 1 of the slowest process. Anyway, my problem is how can I pass the vertices of each sprite + transformation matrix of each sprite to the shader? and how will this work on batching? like calling DrawIndexedPrimitive() one time for 10 sprites with same texture. As fas as I know based on what I learned, you can commit changes before calling the DrawIndexedPrimitive(). BUT how can you give all the information for those 10 sprites that will be drawn by this single DrawIndexedPrimitive call? OR it cant be done? Do you need 1 draw call for EACH sprite? I believe draw calls are slow too, right? if Yes, how can I pass the 4 vertices of each sprite to the shader? should i use:   uniform extern float3 vertex1; uniform extern float3 vertex2; uniform extern float3 vertex3; uniform extern float3 vertex4;   then before draw calls, I use:   effect->SetFloat3(vertex1handle, &sprite.vertex1); effect->SetFloat3(vertex2handle, &sprite.vertex2); effect->SetFloat3(vertex3handle, &sprite.vertex3); effect->SetFloat3(vertex4handle, &sprite.vertex4); effect->CommitChanges(); draw(....);     BUT what if i need to draw a sprite with more than 4 vertices? like TRAILS (imagine the slash of Fruit Ninja).
  3. Who or what is RetainPool? We are mobile apps developers who accept projects from anyone who needs one for an affordable price. You can easily reach us by just sending us an e-mail at hello@retainpool.com   How does it work? If you have a mobile app that you want us to develop, simply send us an e-mail about it, i.e. overview, deadlines, budget, features, etc. Include anything that you think is necessary to be mentioned. After we have reviewed your e-mail, we will evaluate it and will send you our response as soon as possible.   What kinds of mobile app do we make? * iOS games * iOS applications * Android games * Android applications   What do we prefer? Our team is mainly focused on making games though we can also pull some kinds of applications. We can only tell you if we can develop your project after we review your e-mail containing the details of it.   Cool, so you now want to send us an e-mail? Kindly put "Project Inquiry/Details" as the subject and send it to hello@retainpool.com  
  4. Try cocos2d-x. It's a cross-platform 2d game engine. once you're done with your game, you can easily port it to iOS and share you game to the world :) Happy coding!
  5. Hi! since you've been coding on and off for over ten years, I assume that you can adapt fairly easy on any programming language. I recommend learning C++ and OOP first. After that, use an existing game engine like OGRE3D or Cocos2d-x and make a very small game like PONG or ARKANOID or if you can make TETRIS, it's better. After creating your first game, try making another one or two. By the time you finish your 3rd game, you will have a basic idea of how a video game works(flow, handling inputs, collision detection, etc.)   You can now: -continue to make games using the same game engine -use another game engine, learn it, make games from it -study the internals of a certain game engine and try to make your own   Regarding AI, Path-finding, etc., you will need to study their respective algorithms. So basically, you still need to learn the basics of game development before you implement these topics; unless of course you just want to learn, i.e. A* algorithm for path-finding, you can just read stuffs about it.