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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.

DarkBrute

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  1. KjAPI, it just became free. There are some licensing stuff to work out, but it should be fixed soon. www.kjapi.com Its a GDK, with AI, tools, physics, etc. And its for C++
  2. Of all the free engines out there, several stand out with recommendations. While trying some of these out like OGRE, RealmForge, and Q engine... I noticed that each required a specific coding style and way of initilizing. My question is this: Which free engine(s) is/are the best for simply placing in the code and placing the include within? Which is/are the easiest to use in terms of specifics? Like when you have an object class, you want to be able to plug the engine components in it, instead of re-writing it to fit the criteria and needs of the engine. Obviously you might have to fix your code a little, but not replace ever 4 out of 5 lines of code. So which engine(s) is/are it?
  3. I'd either go with renderware or gamebyro... but if I had the million dollars, I'd lisence Bungie's Halo 1 or 2 engine. Its not exactly up for purchase, but some company a while back licensed the Halo 1 engine for a game, so I'm thinkin it is possible with the money.
  4. How would you implement the pitch, roll, yaw? Like when you define a 3D location: int x, y, z; give me an example of p, r ,y being used like this.
  5. In 3D space, how do you determine with exact direction an object is facing. Like in a shooter, it is stupid to make them face actual x, y, and z points, so how would you determinde how they face. In plain English, how do you keep track of where an object is facing in 3D space? The most logical solution I could find, was to fave 2 degree plains, like a sphere, so it would be like an imaginative bubble around each entity that had to plains, each 0 - 359 degrees. Any ideas?
  6. Any info on the official XNA release date and/or price?
  7. Since you heard about the new microsoft XNA package for xbox that will be distributed this year, I was wondering a few things. Is it going to be extremely costly like the standard $1000 xbox debug kit? What EXACTLY does it include? Is it like a game library like CryEngine, Reality Engine, or a complete package that can be fully intergrated into a compiler that allows full optimization? Will you need an xbox debug kit for it? Just wondering since the M$ site isn't much infomative.
  8. Yes, HMT 3.5, by Monixide, that is how I got most of the .vertecies stuff. In order to rebuild a map for halo with custom models, the program generates different files that it later peices together to form a map. Still dont get what the file could be used for, because apparently there is no such way to even open the .vertecies file in the program itself.
  9. Ok... the game is Halo (big suprise...) and the hex stuff shows up like the notepad view. random symbols and diagonal lines consisting of blank spaces scroll across. I know there are simpler ways of getting models from the game, but I'm not trying to do that. I'm trying to figure out how those files are hidden in the executables withing halo. Anyways, in HEX it is just like the notepad... and these files are supposedly needed in order for the hacking program to generate a full model to input custom bitmaps, or to edit it altogether.
  10. I was messing around with a game the other day, and I extracted some weird file. It ends with a .vertices and another one ending in .indices, and I'm guessing they are files for vertex and index. However, they are not supported in any modeling program I know of. When I opened the files in a notepad program, all sybols imaginable showed up in no particular pattern except they left huge diagonal blanks across the screen. Any ideas on how to handle the file?
  11. Yes, but lets put it this way. If you are making a one-level, 3-gun, 5 character game with low-res graphics, you probably should stick to C# for that project. Because if it is to be EXTREMELY simple (like simple AI, no complex physics or such) then C# will help you finish your project faster. But I personally do not get C#, because I tried learning it, but the "Hello World!" programs I tried to put together just flashed on screen and disappeared. And the resources have been limited, so I could figure much out. But I heard there are some great engines for C# like RealmForge GDK (rivals most free C++ engines). So it boils down to this: C# may be faster and simpler for small projects, and you would get instant results with it. But when you are making something that you want a language that is self-evolving and actually gets stronger, funner, and sometimes easier as you progress, go with C++. It is not that hard. In fact, I have started on it about 5 months ago and I am already creating my own game engine (sure, it sucks, but I don't care!) so I'd reccomend using C++ if you want to be recognized. Because anything complex you have to do with C++ is bound to be 3 times harder and longer in C#.
  12. Well, actually I am thinking about DX9 but it is exceptionally complex. The syntax is strange and all, so I'm holding off until I can find a solid resource to help me with it. So, where are converters for .obj files to .x files?
  13. Err, I don't think you understand. I HAVE the .obj file ready... but I need to implement it into my code through C++ without the use of a graphics engine.
  14. Yo, how would you parse a wavefront .obj file correctly so it can be rendered, without the use of any engine or converter?
  15. Thanks! Also, isn't the Game Programming All In One made by Kenneth C. Finney? Because he only focuses on writing code with the Torque Game Engine, and doesn't even touch C++ or Direct-X. The only usefull parts in the book are the 3D modeling and Animation, and perhaps UV mapping. Also, I probaly could do a fairly decent Tetris game (falling blocks one, right?) but I have no Idea on how to load textures or images, or models. Or how to do any type of window except console. I guess I could put the project on hold while I get strengthen my programming foundation. I started learning C++ about 3 months ago, in Dev C++ and using the classical Hello World tutorial. I also managed to cobble together a console game show called "Bamboozled!", based on the hillerious Friends TV series episode where Joe is tring to audition for the game show, but he can't pronounce Triskadekaphobia correctly. Anyways, I already looked into Direct-X, but the lack of explanation in the tutorials scared me away (I'm only 13, honestly, I don't have the brain capacity like adults). And I agree that there is only so much that websites can teach you, I had to whine to my parents before my dad gave me his old hand-me-down monitor so I would have two screens to check between the site and my compiler. Before I get any books, however, I have to make an application to impress my dad before he allows me to get another book.