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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 m1o1d1

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  1. You might as well go all the way and get a head start on your fellow students [url="http://ocw.mit.edu/courses/mathematics/18-06-linear-algebra-spring-2010/video-lectures/"]Linear Algebra I[/url] [url="http://ocw.mit.edu/courses/mathematics/18-01-single-variable-calculus-fall-2006/video-lectures/"]Single Variable Calculus[/url] From: [url="http://ocw.mit.edu/courses/mathematics/"]http://ocw.mit.edu/courses/mathematics/[/url]
  2. As for Speed: For all types of Vector/Matrix-Classes it's always usefull to use SSE-Instructions to speed things up. This will improve all your SIMD-Type Operations (Adding, Multiplying...) by quite a bit.
  3. Speaking as a mathematician, turning to GameDev shouldn't be all that big of a problem for you. Don't worry about not knowing too much DX/OpenGL at this point, try reading up on the Principles/Workings behind them so that you don't feel completely lost during job interviews. I think if your probably best of breaking into the industry by first going for a Game Physics related Programming job. The problem with this is obviously that you are probably going to be type casted for future Programming roles.
  4. Hmmm, how much Information on the surface do you have? Any chance of treating it as manifold? Then you could use geodesic lines as Scan Lines to determin convex/concave and still use a modified ear-clipping algorithm.
  5. [code]float kernelConst = (10/(7*PI*h*h*h));[/code] This should only be h^2 not h^3
  6. If you want to dive deep into the math (not Game/Graphics specific books): - "Linear Algebra" (Georgi E. Shilov) - This will give you the basics for pretty much everything you need at the beginning - Analysis (Only have German ones on that) - You can live without it for basic Stuff, but it's still very very handy. Pretty much every field of Mathematics has some application in Games/Graphics. Most notably (in my opinion): - Topology -> Alot of interesting Graphics stuff has been done on the basis of Topology. Although the application for this is often more in the area of 3D Animation rather than Games - Numerics -> Solving Linear equations for Physics engines
  7. Judging from the Video, your Particles are barely interacting. Perhaps one of your variables (mass, density, position) is in the wrong dimension? Could you post a few example Values for what Masses, etc you are using? Other than that, it could be just a plain coding error. Posting your main SPH functions could help
  8. [quote name='kryotech' timestamp='1296561144' post='4767912'] This is done 360 times. [/quote] 360 Collision Detections Per Frame Per Object? Ouch. Perhaps some details on what this is for would be good. There are definatly better ways to do this.
  9. I live on the Edge, I don't update. Seriously though, I like reminders for important Apps ( Antivirus, Firewall, etc..) and my everyday tools. But getting Updates for useless Apps that I couldn't care less about to update drives me insane (DVD Player, Weird Printer Software that I didn't know I had, Itunes...)
  10. By unprojecting you normally get a Point on the Far-Plane (z=1) or the Near-Plane (z=0). What you want to do is to get Both these Points and create a Vector. Next Step would be to use the Point of Origin (the Point on the Near-Plane) and use the above Vector to do a collision test with the Object you want to move. Depending on your Collision detection, you will get the Information you seek. In D3DX this would look Something like this: [code] D3DXVECTOR3 mFar(static_cast<float>(mouseX), static_cast<float>(mouseY), 1.0f); D3DXVECTOR3 mNear(static_cast<float>(mouseX), static_cast<float>(mouseY), 0.0f); D3DXVECTOR3 mRay, mRayFar, mRayNear; D3DXVec3Unproject( &mRayFar, &mFar, &tView, &mProj, &mView, &mWorldMatrix); D3DXVec3Unproject( &mRayNear, &mNear, &tView, &mProj, &mView, &mWorldMatrix); mRay = mRayFar - mRayNear; DoCollision( &mRayNear, &mRay ); [/code]
  11. A mining game? [img]http://public.gamedev.net/public/style_emoticons/default/mellow.gif[/img] In Eve-Online for example, you get to mine as well, upgrade your ship and occasionally get attacked. I've always found mining rather boring to be honest
  12. [quote][color="#1C2837"][size="2"]- No wires and full mobility. The network would be a giant "hotspot" where access is widely available. [/size][/color][/quote] While it would be cool if the whole Planet would be one huge Free Hotspot, this is sadly not possible with current technology as you would need to do one of these things: - The use of Ground stations -> Require Care & Power = Service Providers -> won't be free. - A huge Ad-Hoc Network, this would mean however, that you'd need to rely on other Computers as Relays to transmit information across a large distance. Furthermore, transmitting Data over the Atlantic/Pacific will be a pain. -> unsafe and unreliable - Extreem High/Energetic Frequencies to transmit long distance -> Dangerous to your health & too power Consuming to be viable - Satellites -> Require Care (Low Earth Orbit Satellites don't have enough fuel to maintain their Orbit forever) -> Expensive In theory, Quantum computing could solve long-distance Communication and get you your Global Hotspot. But we would be facing whole new Problems then in a Huge Free Hotspot: - Addressing Computers -> No Service Provider, No centralised Addressing Unit. - DNS & Verifying the website you're looking at is actually that website (A problem that derives from the first) => Anarchy To be honest, I believe we will always have service Providers. As long as we wish to use the Internet the way we use it today, I can't think of any way around this.
  13. [quote name='tstrimple' timestamp='1296061029' post='4765125'] People from outside the USA, and at Universities, please don't compete. It's simply not fair. [img]http://public.gamedev.net/public/style_emoticons/default/sad.gif[/img] [/quote] How true [img]http://www.speedtest.net/result/1129679006.png[/img]
  14. Getting that to run in Real-Time will be a pain in the butt. You want your Clay to have near-real-life physical Properties like retain it's total Volume, accurate elastic properties, etc. right? You could do this by using FEM/FVM with a graphics card based Solver. For small models this isn't a problem in Real-Time. Next Problem would be the splitting and combining. Subdividing should do fine for splitting IF you only intend for Splitting "with a knife". If you want your model to split based on stretching the clay, you've got yourself a nasty new problem. One way to work around your Splitting and Combining Problem would be to use a Voxel engine. This could save you alot of trouble on the physical side, but you'd need alot of Voxels to display any sort of geometry nicely. Which in turns means, you'll need alot more processing power for your Physics. I have seen smaller tech demos of something like this being done, so it isn't impossible obviously. But these tech demos had one thing in common: they were very very small. Nothing worthy of a fully fletched game yet. So, I think your Idea has potential, but you'd need a very good team to get it done.
  15. As I'm not from the US, here is a bit of International perspective if you intend to go abroad. 1) Yes/No. Once you attend college, you will notice most the things you've learned in High-School were meant for every-day life instead of Work/Uni. It is however a good measure of your dedication 2) I talked to a recruiter for Siemens once and he told me this: They look at the effort put behind the degree. How long did it take you to finish it? If they see you got extreemly high marks, but it took 6 years to finish, you can be sure they are going to take the guy who did it in 3 with average marks. Another thing they look at is the type of subject you took. Did you choose "easy"-classes to finish? Things like that. 3) If you intend to work abroad, no one cares if you were at MIT or not. Heck, alot of recruiters/HR-guys outside of the US don't even know what MIT is. In Germany for example, all Uni degrees are treated near equally. I say near equally, as there are certain Unis that have specialised in certain research fields, so obviously if a Company is looking for exactly that, you've got better cards having studied at that Uni. 5) I wasn't the best at our equivalent to a "High-Shool". But in Germany, Technical Unis, even the high Profile ones, don't have high Criterias for joining them like in the US. I studied Mathematical Engineering in Astronautics here @ the Armed Forces University. Our Uni works closely with alot of the Big German/European companies like ESA (Euro-NASA), EADS/Airbus, Siemens, Audi, VW, BMW, so we already have good opportunities to get a few contacts. 6) (Talking about Europe/Germany again here) Since you're going for a Technical Field, it doesn't matter at all what Uni you go to. In alot of cases it doesn't even matter what you study. As I stated in Point 5, I'd highly suggest, no matter where you study, stay in contact with the industry. Contacts can often help you out alot more than your degree could.