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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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About b3rs3rk

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  1. I suggest to learn a bit of shader programming. Changing the y value of each vertex in the shader code will increase the performance enormously, allowing you to increment the number of vertices in your buffer ( more vertices -> better quality)
  2. maybe you could find this useful : // This is allocated once, at the class-level scope readonly List<Potato> expiredPotatoes = new List<Potato>(); public void Update() { // Standard update foreach (var potato in potatoBag) { if (potato.Expired) expiredPotatoes.Add(potato); } // Removing pass foreach (var expired in expiredPotatoes) potatoes.Remove(expired); expiredPotatoes.Clear(); } (taken directly from this, item 5)
  3. from my experience, most of the "research work" is scrubbling the net searching papers and more papers, till you find something you like (step 1). Once you find it, step two is searching MORE papers bout what's the State-Of-The-Art, history, bibliography and so on.... it's a hard and time consuming work..unless you start with something already in your mind. If so, you can jump step 1 :D When I got my master degree, i spent 4 months searching for an "area" and other 3 months searching for papers about that. Once I was pretty sure of which was the best algo, I started trying to find a way to improve it (other 2 months), and a way to implement it (1 month) :D In any case, if you really decide to take this path, you will spend AT LEAST one whole year studing,crying, studing,crying, studing,crying....till you find a solution, so be really SURE that this is what you want :D
  4. You don't. Keep in mind that you should concentrate on making your code work and later perform well, but don't waste your time fighting stupidity. You can't do anything if someone makes wrong use of your libraries.
  5. I suppose you're using a regular grid, not isometric projection... Anyway, in my tile renderer i have a "base" layer that contains the background, a top layer (yah!) and a middle layer. This one contains a list of objects (sprites). Every frame (or every time the camera changes or some object moves), I sort this list by the Y value (centroid of the bounding rect is a good starting point), and render accordingly. Hope this helps :)
  6. it's a bit more complex than that. Of course, once I'm able to perform World to Screen space transformation easily, I could cycle on the tiles list and check if they're visible (each frame or every camera update), but I suppose there's a better way. With regular rectangular grids, one could easily compute the current visible rectangle on the grid and get the visible tiles id... could I do the same with iso-grids? maybe transforming viewport bounds on the isoGrid forth and back... Suggestions ?
  7. Quote:Original post by rxa How are you doing World to Screen space transformation? Still have to work on that :D It's the first time I look at this, I really don't know where to start :/
  8. I've already posted this in the Iso Forum, but got no responses... Anyway, I've started a small isometric renderer and now I would like to reduce a bit the draw calls... does anyone know a good tutorial on how to check which iso-tiles are on screen? Thank you :)
  9. Hi! I've started a small isometric renderer and now I would like to reduce a bit the draw calls... does anyone know a good tutorial on how to check which iso-tiles are on screen? Thank you :)
  10. my fault, I always tend to make things simpler than what they should be :) Anyway (to @stianstr), why don't you take a look at some pre-built library? RakNet is very good for such things :)
  11. dunno if this works, but should be something like this (WARNING, pseudo-code ahead): int len = sizeof(yourStructure); void* pData = (void*)yourStructure; if (SDLNet_TCP_Send(sd_tcp, pData , len) < len) { ErrorLog("SDLNet_TCP_Send: %s\n", SDLNet_GetError()); } (anyway thank you, I stopped writing c/c++ code a year ago when I started working for the company I'm actually in, here we use only .NET.... it's always a pleasure :D )
  12. As oliii suggested, if your objects are on a regular grid, you should use some type of spatial structure. Usually Quad Trees / Octrees are good choices for terrains.
  13. that's exactly what I was looking for! thank you my friend!
  14. Quote:Original post by harveypekar well, positions are easier reconstructed in view space. So it follows that incident vectors are easier in view space too, hence the need for view space normals. In the end, it doesn't matter at all. Pick a space, and stick to it. All the rest is optimization, and is best done at the end, when you see all the implications. is there a way to reconstruct position in screen space?
  15. Another question (even if nobody still answered to the first...): for point lights should I render a fullscreen quad or a sphere mesh for each light source?