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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 Syntac_

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  1. Unreal

    Just a word of warning. UE4's implementation of destruction rendering is completely unscalable. Each chunk becomes a draw call.
  2. Mitsuba is popular for using as a reference. MJP did a quick start article here.
  3. What happens if you remove the register code in the shader?
  4. E1=ΔU1T+ΔV1B E2=ΔU2T+ΔV2B These formulas are a different way to represent the edges E1 and E2 using the tangent and bitangent as the article says. In order to calculate the tangents and bitangents per vertex you need to apply the last formula in the article. There are several methods to calculate the tangents and bitangents for a mesh, the most popular one I know of is "MikkTSpace". https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.h https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c The TBN matrix that you construct in the shader is made up of the tangent, binormal and normal vectors. As these are all orthogonal unit vectors they create an orthonormal basis.
  5.   You can also run with -nullrhi for no graphics on a build machine.
  6. For Windows, PyScripter is also really good.
  7. Working with audio middleware tools (Wwise/FMOD) and in-engine experience (Unity/UE4) yeah. Programming, no. I think it's good to have had experience with Wwise and FMOD while at Uni as these are very popular audio middleware solution for games.
  8. Congrats :)   Something that's initially obvious is that there is not much code reuse. For instance rather than having player2 and player1 functions can you not use a single player function and pass in which player it is. Or reduce the amount of code in Turns, use a for loop for example. For this game it's not going to be a massive issue but as you get much larger complex code bases, avoiding duplicate code helps to make iteration much easier. This would be a great example to practice from. Just to note, the aim is not to make it in the least lines possible as that is not always beneficial and can make codebases harder to read.
  9. I'd choose COLLADA and use ASSIMP to import it. Or FBX and use FBX SDK to import it. If this engine is just for testing then I'd just leave the model formats in COLLADA/FBX.  If it's for a game engine then I'd convert these files to a model format suited for your engine for optimum storage usage and loading speed.
  10. It sounds like you want to check for some condition every iteration and use the continue statement to skip your for-loop logic. Or you could use a previous for-loop to determine the index to start at.
  11.   The effects API is deprecated. You can still use .fx files, just not the way it lays out 'techniques' I believe. I.e. you can still pass the file and the main function for vertex and pixel shaders into the shader compiler.   I don't have much experience with the effects API so maybe someone else can comment on the difference in detail.
  12. DX12

      That's right yes, but you should still be able to make use of CPU captures. I'm unsure what happens if you try a timing capture on DX11?
  13. Pretty sure you can already do this in Word. There's also external tools like RefWorks and RefMe.   Though they are normally aimed at Harvard referencing.
  14.   I'll look at this more. Our right info column standard is 300 pixels, which goes away once it takes over more than 25% of the screen (can confirm by resizing the browser window).     Ok that does work, 300px would be ~23.4% on my screen then. Just means I can't maximise it. Screen res is 1280x1024.
  15. This new layout does not play well with 4:3 screens. The sidebar ads take up a quarter. Can these not be moved to the top/bottom for 4:3 screens?   Apart from that I like the new changes.