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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 rmmc

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  1. Hi I'm implementing a navigation mesh approach to pathfinding, but I'm now facing a problem. The world where I have to pathfind consists of a heightmap-based terrain with meshes on top (and these meshes can have more meshes inside them). I can generate the navigation meshes for the heightmap and the meshes themselves, but, the problem is, moving from one navigation mesh to another, that is, finding the connection spots between the navigation meshes. I've been brainstorming on how to solve this problem, and the only option that I've seen so far was doing mesh-merging, by merging the meshes of all the objects and the heightmap and then generate the navigation mesh from that. But merging arbitrary geometry is a complex procedure (both to implement and to run), so I would prefer a different solution. Does any of you have any experience regarding this subject? Even if you have solved this kind of problem using a different approach (like nodes instead of nav meshes), I would greatly appreciate your input. Thanks in advance, Rui Casais
  2. The book "An Introduction to Multi-agent Systems", from Michael Wooldridge, is a very good book on this subject, I recommend taking a look at it. http://www.amazon.co.uk/exec/obidos/ASIN/047149691X/qid=1108367599/ref=sr_8_xs_ap_i1_xgl/202-4341169-8955019
  3. Very complex as in large and complex scenes, not many almost straight line paths. As for storage, I will keep it in an hierarchical set of tables, to have a compromise between memory consuptiom and time to resolve the path. As for the gridlike approach, I'm afraid that I can't use it, as my navigation meshes won't be gridlike at all. I do not have much detailed information about the mesh itself, though, as the collision meshes from where I construct the navigation meshes are still being done, and I won't have access to that data for a while. From what I've been seeing it seems like the best option is to go for A* using priority queues, but I still have to do some more research...
  4. Hello I'm implementing a pathfinding system that generates a navigation mesh based on the collision data for the objects in the world, precomputes the shortest path between any 2 cells and, at runtime, simply polls the tables for the path to follow. The problem is that I'm not sure if using an A* approach to compute the path from any cell to any other cell is good enough compared to a Floyd-Warshall or a Johnson's sparse graphs algorithms. Does anyone have any experience with this kind of computation? If so, what do you think is the best approach? Keep in mind that we are talking about potentially very complex navigation meshes. Thanks in advance, Rui Casais
  5. Greetings I'm doing some research into how to implement pathfinding and I'm now stuck on generating info that can be used by a pathfinder for large and complex meshes. Imagine having a large/huge mesh, a city, or a cave, something large and full of complex objects. How would you design a system to generate pathfinding information for something like that? Traditional node-based approaches are not very reliable, as the geometry is way too complex. A Navigation Mesh approach seems the way to go, but generating this mesh is pretty hard, as generating it by simplification of the map mesh produces a too complex nav-mesh. Any ideas? Thanks in advance, Rui Casais
  6. It is Maxthon, not Firefox. Maxthon is a browser that uses the IE engine but has all of the cool new features (tabbed browsing, mouse gestures, groups, etc, etc)