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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 Tachikoma

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  1. Great article. However, photobucket seems to be temperamental and the images fail to load. Hopefully this is temporary. I recommend using imgur for image hosting.
  2. I would be interested to read comments on how some of you mitigate duplicate resources without a global-like resource pool pattern that uses reference counting, and so on. I suppose laungages with GC capability helps in that respect, and so does auto_ptr/shared_ptr to some extent...
  3. [quote]Converting the images (and the code that uses them) to be POT compatible is out of the question.[/quote] While reading the NPOT textures from file, you could resample them to the nearest POT dimensions in software. If you don't want to lose detail, you might want to resample up only, rather than nearest. After buffering the resulting POT textures to GL, use a texture matrix to scale the bound textures to the correct aspect ratio on the geometry.
  4. At home: "Yep...." At work: "<company_name>; <my_name> speaking..."
  5. Well, the 3D side of things are completely independent of the display space. The only connection between the two are matrices, more importantly, the projection matrix. So that means the aspect ratio is usually defined by the projection matrix. Now, to accomodate different aspect ratios, you could choose from several methids. One trick is to keep the vertical FOV (field of view) constant, and only change the horizontal FOV. Other method keeps the horizontal fixed and changes the vertical one. Or you could also use some combination of both. Your real problem is the display resolution vs. the display aspect ratio. For example, the graphics card may expose a bunch of display resolutions with 4:3 aspect ratios, even though the display itself is 16:9 or 16:10. The reverse may also be true. By looking at the display mode list, there is no reliable way to know what physical aspect ratio the display uses, unless you do some OS specific queries about the display hardware and its native resolution. Even then, such info may not be available. I guess your "fail safe" option is to allow your users to explicity chage the projection matrix aspect ratio, if needed.
  6. This thread is really confusing.
  7. I think threads like these perfectly illustrates how differently people approach languages. [quote name='Cornstalks' timestamp='1328671639' post='4910754']Learning C can be useful, yes, but that doesn't mean it should be learned before C++ (nor does it mean C++ should be learned before C). [...] Learning C just for the syntax is unnecessary. The syntax is such a small part of programming.[/quote] In all honestly, I can only speak for myself here. The learning approach I mentioned earlier was very useful, particularly syntax part. When you have never written a line of code before, syntax is everything, and learning it is one of the first fundamental steps for understanding what you are looking at. And when you switch over to some other language with a familiar syntax, learning that will be also a hell of a lot easier. I probably would have struggled with C++ if it weren't for C.
  8. Depends what platform you want to break into. Personally I say learning C first is very useful. It exposes you to some fundamental programming concepts and gives you an insight how machines work one level up from assembly. Also, many laguages "borrow" the C syntax in various forms, and some laguages is even a superset of the C standard. Objective-C is one such example.
  9. Looks nice, it only models Earth like scattering, yeah?
  10. If you started development recently, by the time you're done the landscape would have shifted somewhat anyway - i.e. more devices would be supporting newer GL versions.
  11. I know how to forage for food...
  12. I am a night owl, but usually sleep 7 hours. Still tired afterwards. In fact, my problem is constant tiredness. I hate it.
  13. With some specifics aside, sounds like a formula that has been done a few times before. Nothing wrong with it, of course, it does sound like fun. It all comes down to portraying the personalities of your undead creatures in an interesting manner. Perhaps you could give some thought about the psychological burdens of a human changing into a supernatural being. (Personally I like the classical Dracula, particularly Werner Herzog's adaptation of Nosferatu.)
  14. [quote name='clb' timestamp='1327168255' post='4904881'] Also, for people who want to try to hack normalizations to be faster, this is a [b]very[/b] interesting read: [url="http://www.lomont.org/Software/..%5CMath/Papers/2003/InvSqrt.pdf"]Chris Lomont - Fast Inverse Square Root[/url]. [/quote] As others have already mentioned in this thread, that algorithm is no longer practical on a modern architecture. But it remains as a mathematical curiously none the less.
  15. It's all pseudoscience. Evolutionary development makes no disctiontion in the same way as we do thorugh eugenics on what makes a particular species successful. This basically implies that a mentally challenged person could conceivably have an advantage over most people if a special scenario should arise. Selection pressure due to environmental factors can dramatically change the characteristic of any species... or wipe them out. One or the other.