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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 WilyCoder

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  1. C# and XNA can make the task of game development easier. I do not see how that is a bad thing. Some of the most profitable games are retardedly simple.
  2. How do you plan to pay these people if you cannot even afford a Monster or Dice listing?
  3. Quote:Original post by Talroth Actually, humans interpret and respond faster to female voices than they do male voices. Probably because beatings from Mom are more prevalent due to Dad being at work :D
  4. Quote:Original post by NickGravelyn I think Natal is great for everyone. Their demos showed it being the only input, which could be great for some things, but it could also serve simply to enhance other games. For instance, the microphone allows you to give voice commands without sitting around with a headset on (something that I always hated). The IR stuff gives better scanning and aligning of textures, like the skateboard in the demo video. Face tracking could extend to knowing if the player's eyes or mouth are open or shut, or even advance to trying to detect expressions in the face. That could lead to different dialog trees or other things as you play the game. A first person shooter could allow users to make swiping motions with their hands or controllers to do melee attacks or other actions. Depending on the resolution and abilities of the device, perhaps going so far as to infer where the player is looking by tracking the eyes. Could be used to adjust depth of field to literally match where players are looking. Not to mention all the nifty system-level stuff it can do. Having it sign you on just from seeing you. Maybe voice commands for playing music. I'm not real keen on the motion controls for navigating around, but it'll probably be nice for some people. XNA/DirectX MVP? No conflict of interest there...
  5. Even cooler than components are services :)
  6. OpenGL

    Quote:Original post by firkinfedup Quote:Original post by WilyCoder You've heard about OpenCL right? Nope! lol! That'll give me something to google for the rest of the night, thanks a million :) A quick check on Wikipedia sounded quite interesting, except for the bit about it being created by Apple. Still! I shall give it a thorough perusal :) Its not exlusive to Apple though. I saw it running on Windows at the GDC this year :)
  7. OpenGL

    You've heard about OpenCL right?
  8. OpenGL

    Quote:Original post by tori Oh yeah, that texture coordinate method is a neat idea :) but you may get some minor noise coming from floating point inaccuracy (e.g. a pixel more here, a pixel less there, tiny bit different on different hardware). But of course if you're working with relatively small bitmaps (1000s of pixels in each dimension) you can still consider floats reliable. And on bigger maps you probably won't give a damn about a stray pixel anyway. You should take a look at some GPGPU stuff. Solving problems with GPGPU methods requires exact access to the correct pixel by way of texture coordinates. Quick example would be doing the physics of a particle system on the GPU. Each pixel of a texture stores the x, y, and z of the particle. Another texture of identical size contains the x, y, and z of the velocity. And a 3rd texture does the same for the acceleration. To do this kind of calculation on the GPU you need EXACT access to the correct data. So getting the correct pixel absolutely can be done if you setup the textures correctly and always use quads. If you need any more verification that this can be done correctly, look at how they do it in GPGPU. We've been doing this kind of thing for a few years now, its not brand new, it works :) Also, remember you are not going to work with textures larger than 8192×8192 on consumer cards.
  9. OpenGL

    Quote:Original post by tori A fragment shader (pixel) works on pixels that are mapped to a certain piece of geometry, so you're gonna have to work with a quad as mentioned earlier. If all you want to do is set every pixel to the same color, then go, no problem there. However, if you're planning on doing stuff like "every n-th pixel will be green, every m-th row will be white", then (probably) no, because the order in which fragments are processed is arbitrary. you can still compute that kind of stuff (every n-th pixel) because you have access to the texture coordinates when the fragment runs. those texture coordinates can be used to deduce which row and column the pixel is in, assuming we are rendering to a quad of course.
  10. OpenGL

    Make a 2D orthographic view, and make the backbuffer the same dimensions as the original image. Then you will have a perfect texel-to-pixel mapping. Disable all texture filtering.
  11. Quote:Original post by nullsquared Quote:Original post by WilyCoder A gun store provides things that can be used to commit crimes. A torrent file by itself is not a criminal thing in and of itself, just like a gun. Opening the torrent in a torrent client, like shooting the gun, is the crime. The pirate bay is the gun store. No. Opening a torrent to pirated content, like shooting someone with the gun, is the crime. Ok being a bit pedantic with that post, but yes thats the point I was trying to make :)
  12. Quote:Original post by tstrimp Quote:Original post by WilyCoder A gun store provides things that can be used to commit crimes. A torrent file by itself is not a criminal thing in and of itself, just like a gun. Opening the torrent in a torrent client, like shooting the gun, is the crime. The pirate bay is the gun store. Lol, wut? Is lolwut the new "whoosh"?
  13. A gun store provides things that can be used to commit crimes. A torrent file by itself is not a criminal thing in and of itself, just like a gun. Opening the torrent in a torrent client, like shooting the gun, is the crime. The pirate bay is the gun store.
  14. Quote:Original post by phantom IMO having/obtaining software, or indeed ANY digital data, which you don't have a right to have SHOULD be treated the same as theft. The laws have been left behind and neeed to be updated to reflect the world we are in. You are still using a product which you have no right to be using, as to how you obtained that product shouldn't, imo, factor into how it is treated when it comes to being a criminal offense. I don't care if a copy still remains of the thing you are using, the simple fact is to use it you should have paid money for it, you didn't, you are a criminal. End of story. I disagree. Victimless crimes are not crimes in my opinion. It should be no surprise that I disagree with the drug laws as well. Laws exist not to prevent you from doing certain things, but to protect other people. Copying bits does not deprive the original owner of anything.
  15. I used twitter during my trip to GDC 2009. All my friends, family, and coworkers could track what I was doing in real time since I used a twitter app on my iphone. I was also taking pics with my iphone and uploading them to flickr. It was really cool actually.