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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. Sounds like homework... Just use ye olde product of modulus squares for aquiring the answer. If you're smart you only need to code addition/binary shift if the problem requires bignum.
  2. (No school for four weeks, might have an error or two) You can also solve (u,v) for the ray starting at f(u,v) pointing in the direction of the normal at the same point, which crosses P This is because the line from the closest point to P is perpendicular to the surface. so f(u,v) + normal(f'(u,v))*t = P for some values of u, v and t. Probably more complicated then other suggested methods. Or not. Try it.
  3. Just brainstorming; __int64 c = a / b, //integer part d = a % b; //fraction * b result = (c << 32) + (((d << 31) / b) << 1); Something like that might work.. For instance: 3.0/2.0 = 1.5 a = 3<<32, b = 2<<32 c = 1 d = 1<<32 result = (1 << 32) (=1.0 fixed pt) + (((d << 31) (=1<<63) / (2<<32) (=1<<30)) << 1) (=0.1(base 2) fixed pt) result == (1<<32) + (1<<31) = 1.1(base 2) = 1.5(base 10) There are however precision issues. And it probably doesn't work with b > 2.0 Try experimenting with the expression A/B = (a+b)/(c+d) = a/(c+d) + b/(c+d) Where a and c are the integer part and b and d are the fractional part of A and B Possibly one could take the individual bits(ones only needed. 0/X = 0) of A, divide them by B and add them back together to form the result. I dunno, experiment.
  4. Only remember two, which are(IIRC): Quake: 1 unit = 1 inch, -16384 to 16383 Serious Sam: 1 unit = 1 meter, whatever a float(or was it double?) can hold I'd prefer the latter. Makes for easier use aswell since all constants in our physics lookup tables are metric.
  5. Also you can create a solid archive with WinRAR which might shave off halv a percent or so..
  6. Put the hash of the .exe at the end of the same .exe(also don't hash that last part). That way you don't get that conspicious "config.raw"-file in there.. When an inconsistency is noticed, don't just blurt out an error - let it wait for day or two so the cracker thinks it's okay and releases it. You can also put some functionality in dlls, strangely named in your archives. Encrypted of course. Even sneakier, watermark your encrypted dlls into picture data - perhaps the game logo itself which is displayed in the main menu. Your imagination's the limit!
  7. Why not A* instead of Dijkstra's? Surely it makes more sense to use that for the "findings" of the different cases..
  8. Idea: To simulate cracking, you could clip the cube with "random" planes and give the pieces velocity pointed away from the splitting plane Another thing could be CSG subtracting say an explosion sphere from the cube.