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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. Thanks AP, that link has a great explanation Looks like just what i need I think I'll give up on the bezier approach
  2. Hi I've got a problem that involves solving a quintic polynomial.. So I started googling for ways to do this, and was surprised to find the large number of different methods to choose from One method I like ( mostly because it's so easy to understand ) involves estimating the function with a bezier curve and using some properties of the bezier to find the roots. (I found it in the first of the Graphics Gems series) So I implemented this but am stuck at converting my function to a bezier.. The explanation in the article seems to be flawed. Anyway, my questions are: 1. What's a good way to solve the quintic? 2. Alternatively can someone explain how to estimate a function as a bezier curve? ( would save some code re-writing ) Thanks for your time.
  3. OGRE (Object oriented Graphics Rendering Engine? Something like that.. ) Personally I found pouring through its code quite informative. It's got good documentation as well.
  4. Quote:Original post by arithma Let the bezier by a function (f(u,v)) returning a point for two parameters Let P be the point of interest Calculate Analytically Distance from f(u,v) to P You can apply a square on both sides of the equation if that simplifies the equation. Ok, I'm with you so far Quote: the distance (and u and v) are determined by solving for the partial derivatives with respect to u and v are equal to zero. If there are generally more than one solution, you can compare them... I'm not sure what you mean here. I think the distance equation you mentioned will be a function of two variables, both variables having a max exponent of 3. I'm not sure how to solve something like that. Btw, I implemented Eelco's solution (thx again) and it seems to work pretty well, but like I said performance is an issue so if there is an analytical/better solution I'd definately give it a shot The deadline for my project is in less than a week however so I won't be able to investigate your suggestion until after that (The project involves creating a voxel field around a bezier surface)
  5. Performance is a bit of an issue but that's a lot better than just brute force, so thanks I will look into bezier clipping..
  6. Hi I've got a project and it requires that I figure out a decent way to determine the (u, v) for the closest point on a bezier surface to any given point in space. An idea that I'm working on: The points on the surface that are going to be the closest are going to be either a point on one of the edges or an internal point who's normal is collinear with the direction from the surface to the given point. This seems correct to me. So I thought I would see how far I could take that idea analytically. I got this equation: du * ( p - o ) + dv * ( p - o ) = 0 Where du and dv are the partial derivatives of the surface, p is the point on the surface and o is the given point in space. If I expand this I get a cubic equation of two variables (surprise) which looks impossible to solve. Am I on the right track here? I do not want to just tesselate the patch and consider each point but I can't think of any other ideas. Sorry for the long post Any help is much appreciated
  7. I only chose .inl because VS.NET highlights the code the same way
  8. What I do for all my classes is create a header file, a cpp file and an inline file ( .inl ) I put all my templated classes into the inline file and it works fine Maybe you forgot to include the 'inline' keyword?
  9. Ahh ok I understand Thanks What kind of effects can you get from transforming space? Ellipsoids and boxes come to mind
  10. Hi I understand how meta balls work, but as for meta-cylinders, meta-cubes, etc. I'm not sure I haven't been able to find any topics on these other forms anywhere on the net, so if someone can explain it to me, it would be much appreciated Thanks
  11. While you're explaining that, could you explain why you have more than one PollingEngine? You said to facilitate 'layers' but I don't understand what you mean by this I ask because I have a similar system but with only one 'PollingEngine' Thanks
  12. Can you describe your EventManager in more detail? Do classes 'register' for events? How do you represent the event ? etc I'm very interested to know Thanks
  13. Very nice links, thanks I tried all of them, and they are all quite nice, but I think I'll still implement my own. I have time, and don't consider what I'm getting done here as important as what I'm learning. Plus, I hate the controls in all of them
  14. I think I will go for both approaches like you suggested. I just finished adding a text system and a console window to the game so I could easily add some clunky controls to tweak any problems with the levels... and I'll need an external tool (C#, now that it appears possible) for most of the editting Quote:Original post by Undergamer Their is a tutorial on setting up MFC to do this, however you might find it easier (if you have the tools.. i.e. VS.NET or the compiler package and a free ide) to use C# to render your terrain while you edit it. I think C# retains the power of C at the expense of being as easy to work with controls as in VB. That said, you can do this in any language but C# is probably the fastest route. I'm using VS.NET 2003, so I have easy access to C#. I'll start looking at ways to take advantage of my DLL, but if you have any links already, I'd be happy to hear them :) Thanks for the help