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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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  1. Maybe lame (lame.sf.net) will help?
  2. As far as I know, you should care about double/float in rendering (as they consume less precious memory and main memory <-> video memory bandwidth). You should DEFINITELY use double in mathematical calculations, as float will give you nothing but unexpected results where double will be OK.
  3. OpenGL

    MB use DevIL (openil.sf.net). It supports DXTn compression (yes, it was not mentioned that MSDN documentation doesn't contain the description of most popular compression algo family - DXTn, which is used in almostly all DDS (I know only one exception --- Doom 3), so you should look it, for example, in http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt) DevIL loads DDS without using GL hardware support and allows saving in DDS.
  4. Quote:Original post by piejacked The routine by design should floor/truncate the values. The problem is that Unix and Windows seem to be flooring/truncating the same double result to different integers. Mkay, what about floor() :) And yes, maybe you are using something like gcc's -ffast-math switch?
  5. MB use ceil() and forget about representation of float/double?
  6. Quote:Original post by guyaton have you tried using the keywork register? its part of standard c++ should be supported by all compilers. not sure if its actually faster, but it suggests to the compiler to place the varaible in a register for super fast access. Correct me if i'm wrong guys? You could have been correct more than ten years ago or even more, when compilers did not optimize code. I cannot imagine a program that calls itself "C compiler" which will not optimize this (if you turn optimizations, of course). In fact, as C language (unlike C++, as far as I know) does not allow to take address of register variable, register keyword is nothing a benefit but a hazard.
  7. Quote:Original post by RPTD multiplied with a small translation matrix (translate z around 0.0001) to avoid z-fighting. Excuse me, but why do you think that any z-fighting will occur in this case? Do you render different geometry/apply different vertex shaders when you are doing the second pass?
  8. As man recommends us :D #include <sys/time.h>
  9. Quote:Original post by Ravuya They use the .so extension. You can build shared-object libraries with the -shared option when invoking gcc. If we are speaking about options, you should not then forget -fPIC also.
  10. What you give is something like LZ-style algorhythm. More elaborate compression is needed in music files. If you want compression in general you should look in the ogg vorbis direction, if you want lossless compression, look at ogg flac.
  11. OpenGL

    In Linux if you use glx, you just call glxIsDirect() (or something like this).
  12. Does anyone know of an MP3 library (preferably under LGPL, BSD-type or public domain license) with simple C API like vorbisfile for Ogg Vorbis or libsndfile for wav? I have seen libmad and it's unsuitable because of it's callback-type API (and GPL license).
  13. Quote:Original post by skjinedmjeet Do you know if you have to call that before exiting a program? I always do, but I haven't seen it in a lot of tutorials. No, textures are not shared between contexts (by default), so they get freed during context cleanup.
  14. Just my two cents and may be untrue for current versions of GLFW. If you are doing development of action game (say, FPS, TPS etc.), which is going to be run on X11 (Linux, FreeBSD etc.) you should think carefully about using GLFW as it does not support dga, which is used for disabling mouse acceleration (it annoys many players). No, it's certainly easily modifiable to get the needed support, but the standard binaries would not support it. And as for the licenses: LGPL license is really loose. You can modify SDL as you want (you will probably want to rip all unneeded pieces, like threads, audio, cdrom etc.) and just make this modified code available on some site.
  15. What if we do the following: DISABLE COLORBUFFER RENDER EVERYTHING to ZBUFFER ENABLE COLORBUFFER RENDER EVERYTHING to COLORBUFFER Is anyone using this technique? Or is this technique unuseful because of other methods of "invisible" surfaces elimination (like portals etc.)?