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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.

Black Knight

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  1. just saw gravity omg
  2. The link to the follow up article is broken.
  3. The question of whether computers can think is just like the question of whether submarines can swim. -- Edsger W. Dijkstra
  4. Hey all, I just wanted to take the time to let everybody know that my startup is releasing our first product -- NodeBB, a forum built on Node.js, Redis, and Web sockets. http://www.nodebb.org https://github.com/designcreateplay/NodeBB The best part is the entire thing is open sourced from the start, so if this piques your interest, check out the code and jump right in! We're also raising money through a crowdfunding round at our Indiegogo page. Built on Node.js and Redis, we aim to tackle existing forums (almost all of which are built on LAMP stacks), and offer a product that aims to be an improvement on almost all levels... responsive design, two-way server-client communication, etc. Thanks!
  5. How would systems operate on a collection of components? And what would be a good way to store components? As I undersand from the article components derive from an interface and are stored under entities. This leads to me something like :       class IComponent{}; class Position : public IComponent { public: float x,y; }; class Velocity: public IComponent { public: float x,y; }; class Entity { public: std::vector<IComponent*> components; };       Afterwards a Physics system operates on the components of entities to add velocity to the position of these entities but how does that system work and decide if a component is a specific type(dynamic casts?virtual functions in the IComponent?). Would it be better to store components like so :       class Entity { public: std::map<std::string,IComponent*> components; };   So you can give names to components and access them with those names.   I think it could be nice to have a pt2 which goes a bit into implementation details.
  6. After a while I realized that it ends up being the same thing :   0.5 * (output.position.w + output.position.x); 0.5 * output.position.w + 0.5 * output.position.x     Then in the pixel shader :   (0.5 * output.position.w + 0.5 * output.position.x) / output.position.w (0.5 * output.position.w)/output.position.w + (0.5 * output.position.x) / output.position.w     The first part becomes 0.5 :   0.5 + 0.5 * ( output.position.x / output.position.w)     This is equal to :   (output.position.x / output.position.w) / 2 + 0.5     I believe moving this calculation to the vertex shader is more efficient so I will just leave it there.
  7. I am  rendering a scene to a reflection texture and then drawing a water plane with that texture using projection. Most of the samples I have seen on the web pass in a view-projection matrix to the vertex shader and transform the vertex, then in the pixel shader they do :       projection.x = input.projectionCoords.x / input.projectionCoords.w / 2.0 + 0.5; projection.y = input.projectionCoords.y / input.projectionCoords.w / 2.0 + 0.5;     I have a shader that does the following and it works too but I don't know where I found this particular code or how it gives the same results with the above code. Here is the code I have   Vertex shader : (world is an identityMatrix, viewProj is my cameras combined viewProjection matrix:   output.position3D =  mul(float4(vsin.position,1.0), world).xyz; output.position = mul(float4(output.position3D,1.0), viewProj); output.reflectionTexCoord.x = 0.5 * (output.position.w + output.position.x); output.reflectionTexCoord.y = 0.5 * (output.position.w - output.position.y); output.reflectionTexCoord.z = output.position.w;     Pixel shader :      float2 projectedTexCoord = (input.reflectionTexCoord.xy / input.reflectionTexCoord.z);     What confuses me is the usage of "0.5 * (output.position.w + output.position.x)" and "0.5 * (output.position.w - output.position.y)". How does this have the same effect and what does the w component mean here?  
  8. Lol Chriz Metzen trolling at sony event.
  9. ???????????????????????? ??????????????????????? ????????????????????? ????????????????????