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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. Err, well, the factor comes from the separate scalings and the fact that an area is two-dimenional: The area is the product of the two lengths (assuming they are orthogonally oriented, like principal x and y axes are), so when the original area is      A := x * y and the lengths are scaled by 3/4, the resulting area is      A' := ( 3/4 * x ) * ( 3/4 * y ) = ( 3/4 * 3/4 ) * ( x * y ) = 9/16 * A      Ok! Thank you alot
  2. As already said: "in principal, yes". And since you actually use push/pop matrix, its really okay.       That isn't a question. Do you want a confirmation of what "scale by 3/4" means exactly?   Applying the routine glScale( 0.75, 0.75, 1 ) generates a matrix that scales the model in each axis separately, so that the lengths in direction of the principal x and y axes will be reduced to 3/4, and along the z direction nothing is changed. Because of the separation, the area covered by the 2D model will be 9/16-th and hence less than 3/4, of course. It isn't clear whether length or area scaling by 3/4 is meant when reading the OP.   aha !   maybe I didn't know how to formulate the question !but that what I meant exactly! he area covered by the 2D model will be 9/16-th  9 come form the scaling in x-axes and y-axes and also the y!that what I want  to understand   thanks a lot
  3. In principle, yes. But you need to restrict their effect onto the respective model (or else consider an undo as suggested by DiegoSLTS above). Read about glPushMatrix and glPopMatrix to learn how to separate model transforms for different models. Notice however that the view transform is (usually) the same for all models, so that the correct moment of working with glPushMatrix and glPopMatrix is behind composing the view transform.   Another aspect is the order of glScale and any other transform you apply to the same house model. For example, the current house should be translated also just to not overlap with one of the other house drawings. If you choose the wrong order, then the scaling will not appear as you want.         ya ,i use glPushMatrix and glPopMatrix    about the second point i draw the small house at the right of the original and the big to the left of  it .   But I am asking about scaling ,if it is right?,,,   i want to understand another point ,when I say 3/4 of the original ,that mean the x will be 3/4 of the original and also the y will be 3/4 of the original !  
  4.    no need to undo any  previous transformation coz I used popMatrix() and pushMartix() ,they will do the work!
  5. Thank you for your interaction    i want to draw house which is smaller than the original by 3/4: I had used glscale(.75,.75,1) ,,,,1 because I use 2D   and I want to draw another house which is bigger than the original by 5/4 I had used glscale(1.25,1.25,1) ,,,,1 because I use 2D   Is this right??
  6.     the original is of specific size and I want to  reduce it by 3/4    also I want also the original to scale by 5/4 to make it bigger      I think the glScale is the suitable one to use   ,so to reduce the original  based on your answer  I do like this glScale(.75,.75,1)   and to make big house I do like this glScale(1.25,1.25,1)     Is that right?     Thank you for your replay 
  7. hi    how r u guys   I am beginner in   opengl   I am solving assignment that is saying to use 2  function to draw house.... and put this house in  another function    and then  call this function 3 times to draw house  as original , draw another house  reduced down to ¾  of the original  and finally draw third house  scaled up to 5/4 of the original one     I have solved the first part and finish draw the original ,stop in the part of scaling reduced by ¾ !!!and scale up 5/4  I  know that I have to use scale but How I can make it 3 over 4  the size of the original  and  scale up 5/4  ,how I choose the suitable values for x and y!!!   Can you help me because I am stuck in this point!!!I had reading book and search the Internet from  yesterday!!   Note that the house is of 2 D not 3D