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      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. I put VerySleepy ( http://www.codersnotes.com/sleepy/ ) to good use on Windows, though I doubt that is what you are looking for.   YMMV.
  2. OpenGL

      Oh! I never realized that! This "OpenGL ES" thingy that I see on 90+% of all mobile phones and tablets is actually based on D3D and not OpenGL, then? ;-)   *SCNR*
  3. There was a short article in Edge #264 by a small team from poland, "The Astronatuts", which use PhotoScan to model a huge world for their game:   http://www.theastronauts.com/   Maybe that helps you a little.   I sadly enough never extracted model data with PhotoScan, the colored point cloud has always been good enough for my purposes...
  4. What do you mean with "How accurate can it get?" Behind PhotoScan stands a surveyor-grade photogrammetry solution. It will easily generate a point cloud with one point per pixel, with milimeter accuracy. You will probably need some experience to make optimal photos to produce optimal results. However, to make really good models from it, manual work will still be required. They offer a demo license and sample data, so just go ahead and play with it! ;-)
  5. Just for clarification: Back face culling and depth buffer are two completely independent features of OpenGL.   I suspect that the two get in the way of each other in your code.   Try to disable back face culling and rely solely on the depth buffer. Is it getting better or worse?
  6. OpenGL

    What exactly is slow when you use GLUT?   I'm just curious because all GLUT does (or should do) is handling the window system stuff in a platform-independent manner.   As long as you stay clear of the menu/widget/button "GUI" part and the font rendering, your games should run fine (and still be portable).   If that part was what you where looking for, however, you're now screwed, of course. But IMHO, you should definitely try to create your own GUI toolkit (which can be tightly coupled to your render code, and it's fun!), or try to find some lightweight OpenGL GUI library on the net.    As for Qt and GTK: Both are very powerfull and versatile, and Qt would certainly be my first choice for a tool or an application. But I think these libraries are more than a little bit over the top for a game...  
  7. "FSM"="Flying Spaghetti Monster", right? 
  8.   No, it extracts the planes in world coordinates. That's why the point check in the tutorial is so simple.   The planes in eye coordinates are actually quite simple, since they are the faces of the unit cube.
  9. Code looks good to me.   Did you try to reproduce it on another platform? Preferably with a GPU from another vendor, or with an entirely different operating system.   If you do not have one of those options readily available, you could also write a minimal C program that also shows the same behavior and ask people to compile and run it on their machines. To make it easier for them (and maximizing your chance of success) you should use a platform-independent API like freeglut/GLEW that many people have installed.   Before the driver guys even consider helping you they will want that anyway...
  10. In photogrammetry, this is a pretty standard problem, so we can consider it solved. ;-)   But as I already said: It is not simple.   You can probably get away with a reasonably good approximation by doing the following:   1) Solve the equation system for each pair of projected and unprojected points. This yields a transformation matrix for each pair. 2) Choose a good one from these by projecting all the points with each matrix and pick the one that produces the least error.
  11. Yes, that's possible in principle, but it's not simple.   Basically you just solve the resulting system of linear equations and you are done.    What makes this hard is that  the system may be massively over-determined.This means, that some equations contradict each other, so you have to find a way of resolving those contradictions.   Google for suitable algorithms, if unsure.
  12. OpenGL

    Woha, difficult topic! ;-) I talked to a PNY representative at CeBIT trade fair once, asking the same question. He took the demo CD I brought him, stuffed it in a Computer with two displays attached to two Quadro cards, started our single-context program and moved it to the other display. It worked flawlessly. That said, I really think that this works only - if it works at all - with cards from the same vendor. [Edit: typos]
  13. OpenGL

    You should use one shared context for multiple windows if your windows share objects (e.g. multiple views of the same scene), and use a per-window context if they are completely independant (e.g. one window with a 3D model viewer and another one showing video playback).   Or in other words: All the resources you load into GL (textures, vertex arrays, shaders, and whatnot) are bound to a context, so if you want to use them in more than one window, you have to share the context between them.
  14. OpenGL

    There is nothing wrong with learning OpenGL from a book, as long as you frequently fire up your development environment to do your own experiments, IMHO.   Based on my own, personal experience, I would suggest the "OpenGL SuperBible", which is more of a "learning book" than a "reference book". I used the 5th edition when I needed to move from the old-day fixed function pipeline to modern, more GPU-friendly OpenGL. I already had some background knowledge on 3D math, however, so your mileage may vary...   Another book that looks very promising is the brand new 8th edition of the "OpenGL Programming Guide", which arrived at my place just yesterday. I haven't looked too deep into it yet, but it, too, is rather a tutorial rather than a reference, so you might give it a try, also!
  15. I'm pretty sure you just ran into the "Link-time Code Generation" feature of VS2012. As the name suggests, code generation is done during linking the whole program, not while compiling each source file.   This is done to be able to optimize across object file boundaries, which MS calls "Whole Program Optimization". Unfortunately, this considerably slows down builds.   Since it is an optimization technique, it should be turned off for debug builds. So to verify that this is in fact the problem, check if the debug build has the same problem. If not, it is probably the Link-time Code Generation.   To turn it off, right-click your project in Solution Explorer, and select "Properties". Then, go to "Configuration Properties", "Linker", "Optimization". Change the "Link Time Code Generation" property to "Default". Make sure that you do this for all the libraries in your solution!   That should speed up your build again, hopefully...