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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. If you use the std140 layout, the uniform structure in the shader will have the same layout as the structure in your C code. This is easier to handle, since you can just update your CPU-side struct and pass it to the shader with a single call, without querying each uniform location separately.         If this is a DX10-level GPU (AMD 2xx0-4xx0 series) there is a chance that this is supported.
  2. Uniform buffer objects are a third option that can simplify uniform management, but there is a good chance that won't be supported either on older hardware. As far as I know, explicit uniform locations or glGetUniformLocation are the only other options. The OpenGL wiki appears to support this.
  3. Yes, this can be made to work. Make sure you have the correct events selected.   A complete working example can be found here: OpenTK/Platform/X11/XI2MouseKeyboard.cs. This has been tested and is working on both X.org and XQuartz.   The source code is in C#, but most of it should be trivial to port to C or C++. Feel free to ask if you have any questions.   Edit: raw input has been pulled from SDL2 for some reason, which is rather unfortunate. You can only use regular input events (single mouse with pointer acceleration etc.)   Edit 2: do not use WarpMouse unless you really hate your users. That was necessary back in the core X11 days, due to the lack of relative motion events, but this is no longer necessary with XInput2. Do note that some devices, such as the VMware mouse driver, do not report relative motion events. Actual mice do not have this problem.
  4. I remember someone bringing up an idea about storing code in some sort of loosely-defined database, rather than plain text files. This was in GD maybe a decade ago so good luck finding a reference to the old thread, but the idea does have some merit.   Source control could operate on individual items (add class foo, rename function bar, move that code from x to z) instead of plain non-semantic text. More complicated to implement, certainly, but it would be really interesting to what new programming capabilities could arise then.     The real challenge is that this would require very tight integration between the programming language, the IDE and the source control system. It would not work with C++, but it might just be feasible with something like Go or C# (Roslyn!)
  5. Or simply have a debug and a release version of your application.
  6. GDI+ is available on Linux through http://www.mono-project.com/docs/gui/drawing/. It only makes sense to use from C# - if you are using C or C++ there are much better options available.
  7. That it was ;-)   Also the music.
  8. You should handle logic updates (such as camera position) at fixed update rate, not per message. Handling updates per message will result in the issue you encountered (different update rates with/without vsync, also different update rates depending on the mouse model, CPU, operating system, etc.)   If your application is sensitive to input latency, you should move either rendering or input handling to a separate thread. The latter is quite simple: create a message-only window on a background thread and use that to capture raw input (Hint: use GetMessage instead of PeekMessage on the background window to reduce its performance impact.)
  9. Make sure you are using: while (PeekMessage(...)) { } instead of if (PeekMessage(...)) { }   /psychic debugging off
  10. OpenGL

    The complete list of features that were added to 4.5 core: GL_ARB_clip_control GL_ARB_cull_distance GL_ARB_ES3_1_compatibility GL_ARB_conditional_render_inverted GL_KHR_context_flush_control GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_KHR_robustness GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier
  11. OpenGL

    DSA, finally!   C# bindings are now WIP at https://github.com/opentk/opentk/issues/165
  12. OpenGL

    I would advise staying with Mesa, if at all possible, for your sanity. Sometimes it works, but others it can (and will) botch your system - as you found out.   Your best bet is to switch to Debian 'testing', or a different distribution that emphasizes up-to-date software. The driver stack in Debian 'stable' is simply too old for OpenGL 3.3. I am partial to Arch for cutting edge software (GCC 4.9.1, Mesa3d 10.2.5, OpenGL 3.3).
  13. Unity

    Which operating system is this?   Don't use a Unity version of MonoDevelop, as that is terribly out of date.   Instead, use the [url=http://xamarin.com/download]Xamarin Studio[/url] installer, which installs MonoDevelop with all necessary dependencies, such as gtk#. You can then install MonoGame through NuGet (right-click your project, select Add -> Add Packages, and search for "monogame").   Alternatively, MonoGame is trivial to build from github: git clone https://github.com/mono/MonoGame cd MonoGame git submodule init git submodule update Protobuild.Exe msbuild MonoGame.Framework.Windows.sln /p:Configuration=Release On Linux / Mac OS X, simply replace the last two lines by: mono Protobuild.exe xbuild MonoGame.Framework.Linux.sln /p:Configuration=Release # linux xbuild MonoGame.Framework.MacOS.sln /p:Configuration=Release # macos The resulting MonoGame.Framework.dll is placed under bin/Windows/Release - simply add it in your project references.   Edit: fixed link.
  14. [url=http://www.mataliphysics.com]Matali Physics[/url] may be a good choice. It is free (as in beer) for non-commercial use.
  15. In your project properties (alt-enter), under Linker / Input / Additional Dependencies