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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 drago

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  1. intEGA seems to be coming together now :) I've implemented the line raster algorithm, including anti aliasing which does not look good because of the sheer size of the raster elements. I'm considering dropping this feature. The circle shape has been dropped, since an ellipse is more generic there is no real need for a circle shape. An ellipse is only drawn using the Java2D api, the raster algorithm still has to be implemented. Rectangle was pretty easy to implement (filled as well as border) and the polygon still has to be implemented. This update's screenshot: Also, you can get the .jar here. Note that because I can't upload .jar files it is packaged in a .rar file. Now, I really have to get back to school related work.
  2. So, I actually could get some work done on two projects. First I finished the density estimator project for the Pattern Recognition course I'm following, we had a tough time trying to debug the nearest neighbor density estimator. The bug was typical with respect to my Matlab experience, namely "/" had to be replaced by "./"... Also, after two weeks of neglecting intEGA, I actually got some work done. Fortunately, I have a good idea of all the work that has to be done so that's a plus. Basically I have to write out and implement all the event listeners for each shape drawing command. Also, the raster graphics algorithms have to be implemented for drawing these shapes (filled or only the borders, antialiased or not). But that should not be a problem since these algorithms have been around for a long time and it is not my goal to reinvent them. This evening I set out to get in touch with the project again. That means going through the code and reading the design documents and trying to get back in the mindset I had when I last worked on it. This went well and I continued to implement the event listeners for drawing a line and completed it. The line is still not drawn in the raster only the "perfect" line. The idea is that the user draws arbitrary shapes on a raster. These shapes are drawn on the raster but also the "perfect" version is drawn with seemingly infinite precision. The goal is to raise the awareness of how the raster based approach modern video boards use affects the drawing of these shapes. This in contrast to a vector based approach. So the problem of having a discrete grid upon which an infinitely thin line should be drawn is shown. This update's screenshot:
  3. Unfortunately I have been very busy with school related work the past week, so I haven't been able to do much work on intEGA. Hopefully I'll be able to squeeze out some code during the weekend but it doesn't seem likely. However, since I study a computer science related field (Artificial Intelligence), I have been doing much development :) During the last week I have involved myself in implementing a couple of density estimators for pattern recognition (nearest neighbor and the parzen multivariate gaussian estimator) and a database application which is to be a slimmed down version of Google. It's interesting work but very time consuming and at the moment we're (the aforementioned projects are to be made in teams of two students) running behind schedule so that doesn't make it any easier at all. Besides these A.I. courses I'm also following a computer graphics course which isn't that time consuming since I have already had some experience with computer graphics while engaging in game development. Also, I'm a teacher's assistent in a couple of A.I. courses. This can be time consuming indeed, especially when I have to grade 30, 7-page, papers in only a couple of days. Next semester I'll be teaching the practical course on imperative and object oriented programming which will be much fun, because I'm suppossed to come with the exercises the students have to make. And since I'm very much interested in game development, I suppose the students will be making a couple of small games during the course :) I'm thinking of a Puzzle Bobble clone and perhapse also a more continuous type game like Asteroids. That's the status update for this week, hopefully more screenshots and the like will follow this weekend.
  4. If you really want to get into AI and not just AI for game programming read the following books: - Godel Escher Bach ( http://www.amazon.com/exec/obidos/tg/detail/-/0140289208/qid=1128283517/sr=8-3/ref=pd_bbs_3/104-4376459-9649531?v=glance&s=books&n=507846 ) - Russel & Norvig's: AI: A Modern Approach GEB is heavy on the logic and stuff and is THE book that inspired many people to get into the field of AI, but might be a bit too heavy. Russell & Norvig try to give a complete description of the field of AI it's not too complex but gives enough depth for the more serious reader.
  5. An AI programmer that has a foundation in AI weirdly enough also has a foundation in the foundation of Computer Graphics ;).. Namely linear algebra and the use of homogeneous coordinates are heavily covered during any Robotics course (incl. inverse kinematics and such). What's also hot nowadays is the creation of multimedia search engines, e.g. find all pictures with Patrick Swayze on it. Several theories are used in these algorithms, for example optimetrics. Where computer graphics is concerned with the synthesis of various color components (lighting conditions, materials, surfaces, etc) AI would be concerned with the decomposition of the final, perceived, color into the original object's color wrt. a reference color (e.g. the color white). So both fields use the same foundation. I'm sure there are many more examples of where AI meets Computer Graphics (to name a few: scenegraphs vs. ontologies/knowledge systems, complex data structures) but these are the only ones I can come up with right now.
  6. Thanks! Java is still not a perfect language (like Haskell ;) ), but developing with IntelliJ is just wonderful, compared with visual studio using C++. Admittingly though, it's been a while since I've done any serious C coding using Visual Studio or any other IDE..
  7. T0

    Thanks! Wow, I didn't expect anyone would read my journal, let alone this quickly..
  8. I'm currently following an introductory Computer Graphics course at the department of Computer Science in Amsterdam. The first week was of course on elementary rasterization algorithms, such as the midpoint line algorithm. This led me to the idea of creating a little program which shows the effect of rasterization as far as their discrete nature goes. The idea is to create a little paint-like GUI that demonstrates the various 2D rasterization algorithms for drawing (including filling, clipping anti aliasing) some primitives like lines, circles, rectangles and arbitrary polygons. It's been two weeks since I worked on it (which show my slackful nature) and hope this journal will give me that little push I need to continue and of course finish this project. It'll be tough since I have been slacking off at school lately and I need to catch up on that as well. What have I done so far? I have implemented the basic GUI in Java using intellij (the best java IDE I have come across), also the interfaces are coded which are necessary for dealing with the user input when a new primitive needs to be drawn. Expect some screenshots and more in-depth information on the project soon. -edit- So this is the first screenshot, hopefully nobody minds the size/file format, etc. This shows the basic GUI and the IDE in the background. Notice the different project name, iterga, which stands for interactive tool for the education of raster-graphics algorithms. Then I somehow started to call it itegra, which as a friend of mine pointed out, is incorrect. Now I dropped the name for intEGA: interactive tool for the education of graphics algorithms. This just shows how difficult it is (for me anyways) to pick a good name and be satisfied with it :o development continues..
  9. This journal should denote the beginning of a period of fruitful productivity as far as my side projects go. I hope that by updating this journal I wont neglect my side projects as I'm used to. So who am I? Currently I'm a 4th year student of Artificial Intelligence (Intelligent Systems) at the University of Amsterdam. I've been on and off developing games and what not since the age of 14 now I'm 22. Due to my slackful nature I hardly finish anything. Let's hope this will change now :o. Apart from the activities every nerd should involve himself in, I have trained a lot of martial arts in the past (7 years of mainly traditional ju jitsu with a lot of cross training), also I have participated in running events at the recreational level for about two years (10 km. in 40 min./ 5km in 17:55). Due to injuries sustained, I have given up on the goal of reaching a higher level in athletics as far as running faster goes. A long term goal would be to run a half-marathon, but since I'm very susceptible to injuries (weak knee joint) I'm quite hesitant to up my training load as far as weekly mileage goes, so running that distance is indeed a long term goal. Lately I have been getting the urge to pick up the art of BJJ again after a break of two years. I have to say I have succombed to this urge since I'm training now under Marcos Flexa in Amsterdam. It's great! So what can you expect here? I'll be posting updates on my projects as well as random thoughts that I think would interest someone. Now I'll have to get cracking so I have something to post..
  10. I believe LaMothe covered a little racing AI demo in his "Tricks of the Windows Game Programming Gurus". I remember he defined some static points on the map and the AI would "vector" in on them, using typical linear algebra tricks. This would then result in very smooth motion.