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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 tuket

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  1. Hello. I am having trouble making a simple example in libgdx. I want to make use of friction joints in order to simulate floor friction in top-down games but I can't get it to work. I asked about this in Stack Overflow but since I am not getting response I wanted to try here. This is the link of the question: http://stackoverflow.com/questions/37208634/libgdx-box2d-friction-joint-not-working   Cheers.
  2. Hello, I am new at 3D game programming. I have decided to get started using Irrlicht and bullet. Since I am starting I have many doubts about how 3D games are made.   I was wondering how collision is usally implemented. Let me explain, I have read that you can make a model in blender and export to a bullet format and also export to a format that Irrlicht can read for rendering. Then you can update the Irrlicht position and rotation from the position and rotation bullet returns as a result. But many times I think this way of doing things can improved in terms of efficiency. For exaple, look at this 3D model:   Do I really need that fence to be that so detailed in the bullet model? I don't think so. Probably the fence is not going to move and probably I don't want small objacts to go through the fence. I think that a box would be a good simplification. In general, I think that many times models could be  simplified in a small set of very simple shapes. Are the kind of simplifications done in practice? Are they handcrafted or produced automatically? What happens when skeletan animation is involved?   Thanks and sorry for my english.
  3. Do you mean that the code is portable no mather the version you are using? Can I compile one code and choose the target OpelGL specification?  Thanks for the replies!
  4. I don't use any IDE I use g++ under ubuntu 13. The version of OpenGL is 2.1. Thanks!
  5. Oh, really? I didn't know that, in fact, I thought it was the other way around(that older versions where more portable). Then I wonder why I culdn't compile the examples of the book I said. I get this error message: tut1.cpp:10:32: error fatal: glload/gl_3_2_comp.h: No existe el archivo o el directorio Which means that the file or folder doesn't exist. Thanks for the answer!
  6. Hi everyone. I am new to OpenGL and also to this forum. I wanted to know which are the benefits of using the newest specifications of OpenGL. Is it not better to use the older versions so more computers are able to run my game? I ask this because I have been reading this online book Learning Modern 3D Graphics Programming and it uses newer version of OpenGL than mine and I can not even compile the examples. Thanks in advance.