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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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  1.   I gave the a bash still has the same result,  I added a short youtube video to demonstrate what exactly is happeining. http://www.youtube.com/watch?v=3ObghD_zsqc&feature=youtu.be   At the start I am using the up and down arrows to move the player, but when i turn to the right and try to move up and down again you can see the result 
  2. Maths has never been a strong point of mine. My problem is that I have a player model thats starts off in the game world and rotates left,right, up, down just fine when stationary. but as soon as the player moves away from the starting position the rotations go all wrong as if the martrixs arent being recalculated.    This is how I am currently calculating the matices in my update method. Any with better maths skills see where the error is? public void Update(GameTime gameTime) { KeyboardState keyboardState = Keyboard.GetState(); float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (keyboardState.IsKeyDown(Keys.Left)) { shipColBox.AngularVelocity = Vector3.Up; } if (keyboardState.IsKeyDown(Keys.Right)) { shipColBox.AngularVelocity = Vector3.Down; } if (keyboardState.IsKeyDown(Keys.Up)) { shipColBox.AngularVelocity = Vector3.Left; } if (keyboardState.IsKeyDown(Keys.Down)) { shipColBox.AngularVelocity = Vector3.Right; } // Scale rotation amount to radians per second shipColBox.AngularVelocity = shipColBox.AngularVelocity * RotationRate * elapsed; //Create rotation matrix Matrix rotationMatrix = Matrix.CreateFromAxisAngle(Right, shipColBox.AngularVelocity.Y) * Matrix.CreateRotationY(shipColBox.AngularVelocity.X); //Rotate orientation vectors Direction = Vector3.TransformNormal(Direction, rotationMatrix); Up = Vector3.TransformNormal(Up, rotationMatrix); // Re-normalize orientation vectors Direction.Normalize(); Up.Normalize(); // Re-calculate Right right = Vector3.Cross(Direction, Up); // re-calculate with a cross product to ensure orthagonality Up = Vector3.Cross(Right, Direction); // Determine thrust amount from input if (keyboardState.IsKeyDown(Keys.W)) { thrustAmount = 5.0f; } else { thrustAmount = 0; shipColBox.LinearVelocity = new Vector3(0, 0, 0f); } // Calculate force from thrust amount Vector3 force = shipColBox.OrientationMatrix.Forward * thrustAmount * ThrustForce; // Apply acceleration Vector3 acceleration = force / shipColBox.Mass; Velocity += acceleration * elapsed; //Apply psuedo drag Velocity *= DragFactor; //Apply velocity shipColBox.Position += Velocity * elapsed; // Reconstruct the ship's world matrix world = Matrix.Identity; world.Forward = Direction; world.Up = Up; world.Right = right; world.Translation = Position; }
  3. Thanks Guys     The problem was as gezegond said that I was generating the same seed values each time.  simple soulotion was to generate a new seed.   //instantiate a new seed private Random random = new Random(Guid.NewGuid().GetHashCode());
  4. Hi I am having a problem I cant work out, and I am looking for some direction. I am trying to draw a list of 20 models and they are being to the screen but they are all being drawn to the game window at the exact same position and I cant see where my code is wrong,    In my enemy class I have   public Enemy(Game1 game)         {             randX = random.Next(1, 10);             randY = random.Next(1, 10);             randZ = random.Next(1, 10);             enemyPos = new Vector3(randX, randY, randZ);             enemyColBox = new Box(enemyPos, 3f, 3f, 3f);                                    enemyModel = new EntityModel(enemyColBox, game.Content.Load<Model>("Models/enemyShip1"), Matrix.Identity *                                                                            Matrix.CreateScale(0.03f), game);             hit = game.Content.Load<SoundEffect>("Audio/Hit");             game.space.Add(enemyColBox);              game.Components.Add(enemyModel);             enemyColBox.Tag = enemyModel;         }     Game class   protected override void LoadContent() {      makeEnemies(20); }   public void makeEnemies(int num)         {             for (int x = 0; x < num; x++)             {                                   enemy.enemyPos = new Vector3(enemy.randX, enemy.randY, enemy.randZ);                     newEnemies.Add(new Enemy(this));                                         }                    }