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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 Borundin

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  1. You really should mention the "reliable" part in the topic :) Anyway, its looking good. Unfortunately, in my current project I have invested quite some time in the Enet library so would not want to switch it for another right now. Good luck with your project!
  2. Well there seems to be some pathfinding written already as pixel shaders. See Pathfinding on the GPU on the shadertech.com site (source is available). Also found another one on their first page but havent tried that one yet.
  3. For sourcecode you can check out libnoise. Tutorial 5 also shows an example of ridged-multifractal noise.
  4. I would like to recommend a paper called Interactive Navigation in Complex Environments Using Path Planning. The chapter about roadmap preprocessing describes a good algorithm for automatic nav-mesh creation.
  5. To the original poster. You might find these links handy. They are written by the creator of Eternal Lands MMORPG and have some nice hints of what can go wrong and what really paid off etc: A Beginner's Guide to Creating a MMORPG Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part I Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part II
  6. If youre worried about the buffer being too small I think you can change it for your app by calling setsockopt() with the SO_RCVBUF as option name. You can also check your current receive buffer size with a corresponding getsockopt() call. These functions are available both in Windows and UNIX OS I believe. Heres a link to Microsoft getsockopt syntax: getsockopt() edit: Was thinking in C/C++ but I hope there are similar methods available in Java!
  7. Personally I use ODE and its Trimesh collision for these kind of tests. Ray-trimesh collision this way is really fast. It uses quadtree internally but nothing you have to worry about. If you want other kinds of collsion detection later on or perhaps physics then this is definately the way to go. The fact that it is Open source makes it an even better choice.
  8. That paper was really intresting, thanks cbenoi1! I also found another intresting conclusion in that paper. (From page 4 in PDF) Quote: In this section, we argue that threads are actually a more appropriate abstraction for high-concurrency servers. This conclusion is based on two observations about modern servers. First, the concurrency in modern servers results from concurrent requests that are largely independent. Second, the code that handles each request is usually sequential. We believe that threads provide a better programming abstraction for servers with these two properties. This actually implies that threads are OK for servers where each request is independant from others. Id say that is the case for a normal webserver maybe but most likely NOT for an MMO server!
  9. Before someone else mentions it: Enet Its a nice network API based on UDP. It can also be used for reliable communication if thats what you need.
  10. Someone mentioned that the robotics field has done a lot of research in this are. This reminded me of an excellent paper I found a couple of weeks ago about path planning. Maybe not related directly to navigation meshes but it sure solves the same problem. The nice video presentation and the chapter about roadmap creation (like the randomly generated points mentioned above but more advanced) were very intresting. Heres the link: Interactive Navigation in Complex Environments Using Path Planning
  11. I was looking for a sleep function too in Lua but didnt find any. Turned out I needed the LuaSocket library later on and there it was! From LuaSocket reference: socket.sleep(time) Freezes the program execution during a given amount of time.