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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 gdewan

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  1. Was reading the following article: http://www.gamedev.net/page/resources/_/technical/game-programming/not-all-is-fine-in-the-morrowind-universe-r4260 and noticed some spam that has been sitting in one of the comments for several weeks now.
  2. You might want to ask around here: http://www.bgdf.com/ Have no idea what their backlog might be but I suppose there is always Cartamundi (the people who print Magic: The Gathering, or at least used to). Don't know if they can do tarot type cards or not.
  3. Quote:Original post by owl Quote:Original post by Guthur Is that your game Owl? Looks good :) I wish. That's an old turn based strategy game I used to play when teenager. Advanced Civilization, which before being ported to the computer was a board game: http://www.boardgamegeek.com/boardgame/177
  4. I have been trying to impliment a sky based on light scattering, using a variety of sources, including a paper by Hoffman & Preetham ( both what is posted on the ATI web site and in the book "Graphics Programming Methods". However I am getting sky colors that are effectively black. Using the original Hoffman & Preetham paper, it eventually comes down to the following formula (I am aware of the more advanced one in the book and intend to use it, but am trying to figure this problem out first): Lin(s, theta) = [ [ BetaR(theta) + BetaM(theta) ] / [ BetaR + BetaM ] ] * Esun[ 1 - e^-(BetaR + BetaS)s ] The part after Esun is going to produce a value between 0.0 and 1.0. The part before it is what is giving me troubles. It seems like it will be producing small numbers (below 0.1) for the most. As a result of this, my sky is too dark. Right now I am using an Esun of (1.0, 1.0, 1.0). If this is my problem, what would be a good value for Esun?
  5. I just got started implimenting a realistic sky in my project using a paper called "Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators" by Ralf Stokholm Neilsen. The pdf can be downloaded here: http://www.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf There is on place in the documentation (figure 2.2 on page 24) which shows BetaRayleigh as being [ 8 * x^3 * (n^2 - 1)^2 ] / [ 3 * N * Lambda^4 ]. n = refractivc index of air ( I used a value of 1.008 in my code ). N = molecular density of air ( I used a value of 2.687e25 in my code). Lambda = wavelength of light ( I use 650nm, 610nm, and 475nm in my code ). When I set up this arrary: static const double gRayleighScatteringTotal[3] = { ( 8.0 * gPi * gPi * gPi * ( 1.0008 * 1.0008 - 1.0 ) * ( 1.0008 * 1.0008 - 1.0 ) ) / ( 3.0 * 2.687e25 * 6.5e-7 * 6.5e-7 * 6.5e-7 * 6.5e-7 ), ( 8.0 * gPi * gPi * gPi * ( 1.0008 * 1.0008 - 1.0 ) * ( 1.0008 * 1.0008 - 1.0 ) ) / ( 3.0 * 2.687e25 * 6.1e-7 * 6.1e-7 * 6.1e-7 * 6.1e-7 ), ( 8.0 * gPi * gPi * gPi * ( 1.0008 * 1.0008 - 1.0 ) * ( 1.0008 * 1.0008 - 1.0 ) ) / ( 3.0 * 2.687e25 * 4.75e-7 * 4.75e-7 * 4.75e-7 * 4.75e-7 ) }; I get values of 4.4165646166911e-005, 5.6940158969630e-005, and 1.548687e-004 for red, green and blue. Is this reasonable? The reason I am asking is that later in the document, the author suggests (on page 64) that the blue component will be almost 10x greater than red component, but I only get a factor of 3.5, which in my mind is not almost 10.
  6. Looks like it.
  7. I misread the DXT5 format documentation. Looks like alpha is treated seperately (which makes a lot more sense) so I only need 3 dimensional linear fits. I also decided to use vertical offsets instead of perpendicular offsets as the perpendicular offsets seemed to involve a lot more work than they were worth.
  8. I am working on my own DXT compressor, and at the heart of it I need to be able to perform a linear fit on a set of 4 dimensional points, preferably with perpendicular offsets. Right now I am taking the channel with the biggest delta as the independant variable and using each of the other channels as a dependant variable in a series of 3 linear fits using the formula indicated on this page: Least Squares Fitting Perpendicular Offsets What I am not sure about and what I would like to find out is exactly what it means if the denominator in step 15 equals 0. And if anyone knows of a description of a 4 dimension linear fit anywhere, I would like a link. edit: Can't seem to get the URL clickable. [edited by grhodes_at_work to make link clickable] [Edited by - grhodes_at_work on August 30, 2004 1:02:34 PM]