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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.

NineYearCycle

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  1. Thanks Khawk, I've PM'd you now.
  2. I've tried repeatedly to unsubscribe from the Gamedev Direct emails and it always says that it's worked, but they keep coming. I've also emailed asking to be removed but that's also failed. This has been going on since the update to the "new" site layout Obviously I've had enough of this so I can, and now have, flagged it as spam so that it gets automatically ignored. Any chance you could fix it so that the unsubscribe links actually work? Andy
  3. Try a stable source release rather than HEAD first, also make sure you have any prerequisites installed.   All of those errors sounds like your drive file system however PFN_LIST_CORRUPT reminds me of a Windows 10 upgrade problem - usually a bad driver that hasn't had an update https://msdn.microsoft.com/en-gb/library/windows/hardware/ff559014(v=vs.85).aspx   You're correct about the Unity builds, they lump source files into a bunch of bigger clumps for optimal build times.
  4. Glad you're on the mend and you're absolutely right about how lucky we are at the moment, at least until the Tories finish destroying our NHS :(   Hope you recover swiftly. The care for anaemia is pretty good, my sister always has incredibly low iron levels but has nothing but praise for the care she's been getting.
  5. The other you haven't mentioned is what machine you're trying to run this on. What OS, how much ram and what GPU do you have? This matters as an old integrated Intel GPU just isn't going to be able to run the more advanced samples and might not even be able to initialise the renderer that the sample is trying to use.   Andy
  6. What? Example please as I have the code and don't know what you're talking about.   EDIT: Or now I've thought about it some more are you looking at the disassembly view when debugging and not the source code?   Best way to resolve this is to tell us what file and line is giving you the problem, so set the "Hello World" example as your startup project, but it in "Debug" & either "x86 or "x64" configuration, then from the "Debug" menu choose "Step Into" instead of "Start Debugging". This will cause it to start at the "main" function and you can step through the code until you find exactly where things go wrong.   Andy
  7. Can you tell us more about how they don't run?   Is it a graphics initialisation error? Are you starting them in the wrong working directory?   You seem to have had some issues getting your Git repositories setup so something may not be configured correctly. I've run the BGFX stuff just fine on a range of platforms when evaluating it with only my Intel iGPU giving me some trouble with various configurations (OpenGL vs DX etc).   The other thing you could do is contact the author, he's been very friendly and helpful when we chatted in the past. He's on Twitter (https://twitter.com/bkaradzic) or you could contact him via the BGFX GitHub pages.   Andy
  8. Also you do have the folders setup like this yes? C:\Users\Solaris\Desktop\BG\BGFX C:\Users\Solaris\Desktop\BG\bx
  9. If you don't have that "genie.exe" then you don't have a valid checkout of the "bx" project. So either download a zip of "bx" again or checkout and pull master from bx to get the latest - dependent on how you got it.   You also don't need all the makefile and GnuWin32 stuff, the command line you want is right there in your output as: ../bx/tools/bin/windows/genie --with-tools --with-shared-lib vs2008 Just change it to suit Windows cmd line formatting like so ..\bx\tools\bin\windows\genie.exe --with-tools --with-shared-lib vs2008 All that the makefile does is generate ALL of the possible build options for every single possible platform and configuration so if you just want a specific platform you can pass that command instead so for Visual Studio 2013 you'd just change it to: ..\bx\tools\bin\windows\genie.exe --with-tools --with-shared-lib vs2013 Now you have only the vs2013 solution without all of the rest.   Andy
  10. Have you tried requesting lower versions? 3.3 or 3.1 etc.   It certainly looks like you're doing everything correctly and it's how we do it on our projects.
  11. Just close it, it's a nonsense thread - with at worst some misinformation about needing to pay for drivers... or something, I'm not sure!
  12. Yes you can do 2D games with UE4.   As Alundra says there's at least one example - a Flappy Bird clone - for you to take a look at.   There's also a couple of different ways to create side-scrollers from the templates just by opening the launcher and creating new project, scroll down the list it gives and there's two entries for side scrollers. One uses the Blueprint system the other C++.
  13.   nVidia's "TWIMTBP" program just gets you visits from one of their engineers, help with optimising things and if you've found a bug with their drivers then it might get prioritised (I think) but a lot of the optimisation is stuff you can do yourself and all of the tools I've ever encountered have been available for free. Although sometimes they have access to slightly newer version that aren't yet public - nothing revolutionary.
  14. @Krypton - my apologies I initially thought there was actually hope in here for it being a simple misunderstanding and maybe he could learn something :(   @WalkingTimeBomb - I'm a bit concerned that you're telling people that there is some secret-paid-for drivers/code that make "something" (I cannot figure out what) run much faster once you've paid for it. There isn't. You buy the hardware and you have full access too do with it what you like using the various API's available. Both AMD and nVidia give away a lot of code samples, for free, that prove you can do anything with your own code that they do with theirs.   Also don't rely on stating your own years of experience to try and get leverage in discussions on the forums, a lot of us are full-time professional game developers.   I still don't know what it is that you think is so amazing about that code but it's worth noting that the Raspberry Pi also has a dedicated GPU which people have access too and for which there are open source drivers.   @All  won't post again in here, sorry for feeding the troll :/
  15. I looked at your vertex shader code as well, and I don't think you understand what it is that you're trying to achieve.   For one thing the DP4 (Vector) style design ended with the 7x00 series of GeForce cards more than 8 years ago. The G80 onwards have all been Scalar designs, they were released in 2006, which means that all you get from trying to exploit Vector instructions is (potentially) a little bit of pipeline improvement.   Also if all you're trying to do is draw things too a screen then your still much worse off doing it on the CPU and then blitting the result to the screen using the GPU and THEN trying to do the blending in a very poor way using a shader.