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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 Green_Baron

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  1. Palaeontology is kind of a hobby of mine. If i can help with a little background i will be glad to do so if you are thinking of a simulation of natural processes. Only programming is s skill that i am just about to develop (that's why i'm here). I can imaging that the capabilities of a good pc could manage it. A full-featured evolution is just a very complex thing and will only be credible if two separate runs of exactly the same starting conditions would not lead to exactly the same result ....
  2. I'm just beginning to understand how this works, am far from asking "why". And for a newcomer vulkan is a little steep in the beginning and some things seem highly theoretic (like graphics without presentation or so). Thanks for the answers, seems like i'm on the right track :-)
  3. Thanks. So i understand that a single graphics queue is the best solution. Yeah, i could split the 2*16 queues freely among graphics, compute, transfer and sparse, and the family with the single q is transfer only. Like this, but two times for two devices: VkQueueFamilyProperties[0]: =========================== queueFlags = GRAPHICS | COMPUTE | TRANSFER | SPARSE queueCount = 16 timestampValidBits = 64 minImageTransferGranularity = (1, 1, 1) VkQueueFamilyProperties[1]: =========================== queueFlags = TRANSFER queueCount = 1 timestampValidBits = 64 minImageTransferGranularity = (1, 1, 1) I am not that far as to test anything on different platforms/devices. My "training" pc is a debian linux one. But in principle and if one day i shall do a basic framework for my own i would of course aim towards a solution that is robust and works for different platforms / manufacturers. That would probably be a compromise and not the ideal one for every case.
  4. Hello, my first post here :-) About half a year ago i started with C++ (did a little C before) and poking into graphics programming. Right now i am digging through the various vulkan tutorials. A probably naive question that arose is: If i have a device (in my case a GTX970 clone) that exposes on each of two gpus two families, one with 16 queues for graphics, compute, etc and another one with a single transfer queue, do i loose potential performance if i only use 1 of the 16 graphics queues ? Or, in other words, are these queues represented by hardware or logical entities ? And how is that handled across different vendors ? Do intel and amd handle this similar or would a program have to take care of different handling across different hardware ? Cheers gb