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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 jonathanschmidt

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  1. The game editor CopperCube has just been released in version 4.2. New features include normal map support on all targets (WebGL, Flash, Windows, Android and Mac OS X), direct import of Blender .blend files, up to 600% improved performance when importing .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob or .scn files,  the third beta version of "CopperCube for Game Developers" - the new unified scripting interface,  new extensions and plugins, and much, much more.     You can get a 14 day free trial from the CopperCube website.  
  2. "CopperCube for Game Developers" has just been released as beta version, a feature complete preview of the 3D game editor which now includes support for scripting across all publishing targets.   The editor focuses on a user friendly interface which makes it possible create 3D apps and games without programming, but since this version, CopperCube can now also seriously be used by programmers, game developers and people with scripting skills:   The new beta features are: Unified scripting interface. All publishing targets (Windows .exe, Mac OS X .app, WebGL app, Flash .swf and Android app) can now can be scripted using JavaScript with the same API. This means all code written for extending 3D apps will now work on all other targets. CopperCube now supports creating own actions and behaviors. Sharing and downloading new behaviors and actions from the internet is also possible now. These new behaviors are called 'scripted' behaviors and actions, are written in JavaScript, and work on all publishing targets. Apart from a small performance penalty, these actions and behaviors work just like the already built-in ones. Looking forward to feedback The demo can be tried for 14 days for free, get it from the CopperCube website.
  3. Most people think that if a contract/agreement/policy wasn't written by a laywer, then it isn't valid, but that's not true. Your agreement looks fine to me, I would only add a reference to your excel doc in the text, at least mention it somewhere. 
  4. Currently, there is no silver bullet, unfortunately, AFAIK. There are a lot of systems for creating apps which run on most systems, and some of them are great, some are not, and most of them of course have at least a few shortcomings. HTML5 for example doesn't feel native at all and runs too slow on some devices/operating systems. I've heard Mono/Xamarin is really nice, but I've heaven't tried it out myself yet. Same for Libgdx, it looks very promising. Most of these packages are still very young, so time will show.   For developing our own product [CopperCube, if you are interested :) ] which needs to create apps running on Android, Windows, Mac and HTML5/WebGL, we manually ported the code to each platform. If you are writing nice, compact and portable code, it isn't that much work, surprisingly. 
  5. We just released the game editor CopperCube in version 4.0.3, and besides other improvements, it also includes a much smarter Game AI now.   Screenshot of the new AI in action:      Yes, a screenshot won't show much here, but there is also a blog post which includes a WebGL demo showing the new features and explaining the details a bit: http://www.irrlicht3d.org/pivot/entry.php?id=1360   Any Feedback welcome :)  
  6. Thanks! Nice to hear words like this :)
  7. We just released CopperCube in version 4, the editor for creating 3D games and apps. It now includes the possibility to also generate Android apps, and has Particle System support.       It is basically a editor for easily clicking together 3D games without programming. But it is also possible to extend it with own JavaScript and Actionscript 3 code. If you know Irrlicht, it can be also used as editor for that (it's based on irrEdit) It currently can create Windows .exe, Mac OS X .app, Flash .swf and WebGL .html apps, and with the just released version it also now creates Androids .apks. Its website is here: http://www.ambiera.com/coppercube/index.html. Any feedback welcome!  
  8. My problem can be written down quite general, but I'm having this problem with a special case. So I write it down just like it is, maybe it looks a little more interesting in this way. The problem is that I've got a D3D 4x4 Matrix with rotation, translation and maybe also scale in it, And I would like to create a rigid body with the physics engine ODE at the location described by this matrix. (Trying to create a rigid body based on the last animated position of a joint in a skeletal animated mesh). The only methods for specifying the location and position of a rigid body in ODE are dBodySetPosition( /* a vector describing translation here */); and dBodySetQuaternion( /* a quaternion describing rotation here */); or dBodySetRotation( /* a 3x3 Matrix describing rotation here */); Extracting the three values for translation from the mD3D atrix and setting them when calling dBodySetPosition works. My problem is now the rotation. I tried to extract the 3x3 matrix from the first 3x3 fields of the D3D matrix and set them, but this doesn't look right, even when transposed before. Creating a d3d quaternion from the matrix and setting this failed too, the rotation simply is wrong. I've searched the web for a solution for this, but all convertions were the other way round, getting a D3D matrix from an ODE matrix and similar. So I would be glad for any help or ideas.
  9. Ah, thanks for this fast response. I already thought about doing it this way, but I think I am just too stupid to get a and b. I'm currently doing it this way, but maybe I just have a thinking error somewhere: a = ((P4 - P1) . (P2-P1)) / ( |(P4-P1)| * |(P2-P1)|) b = ((P4 - P1) . (P3-P1)) / ( |(P4-P1)| * |(P3-P1)|)
  10. Hello, I've got a mathematical problem: I've got three 2D points, each of them has a 3d point associated with it. All three 3d points are on the same plane in 3d space. (The 2D points are texture coordinates, the 3d points are the positions of their vertices). Now, I've got a fourth 2D point, somewhere. And I would like to know, where its assosiated 3D point would be. Hope this explanation is understandable. I would like to know if this problem can be solved, and if so, how. Does somebody know a solution for this?