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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 amorita

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  1. OpenGL

    I've worked on a commercial OpenGL game for several years and most of my work was in the graphics part of the code.  Speaking from experience, most of the problems we ran into was due to people not having up-to-date OpenGL drivers installed.   Most people (not most hard-core games, but most casual and non-gamers) have integrated graphics solutions (integrated Intel or mobile AMD/NVidia in a laptop) and rarely or never update their drivers from when they first get their machine.  It works well enough for them to surf the web, e-mail, do their work (editing Word/Excel/PowerPoint docs) that they never have an urgent need to update their video drivers.  Also, many of them feel that updating drivers is a difficult thing to do (too technical for them) and are afraid that they will mess up their system.   In addition, the OpenGL support of integrated video chipsets is not necessarily the best to begin with.  And Intel/AMD/NVidia do not provide updates for their older integrated video chipsets which are still in use by many people.  So, some of these people were stuck with older drivers with known bugs in the OpenGL drivers.   In reality, there are a lot more games that use DirectX than use OpenGL (easily 10 to 1 ratio).  So, Intel/AMD/NVidia have not had too much incentive to keep the quality of their OpenGL drivers on par with the quality of their DirectX driver.  But, the quality of the OpenGL drivers in the past few years has greatly improved.   So, the good news is that the quality of OpenGL drivers is improving.  The bad news is that a lot of people are still using (or stuck with) older, buggy OpenGL drivers.
  2. You should also look into loose quadtrees.  The benefit is that you can find exactly what level of the tree and what node in that level an object belongs by looking at its bounding center and bounding radius.
  3. GL_EXT_framebuffer_multisample http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
  4. How about: for (input = ask_user(); input.empty(); complain_to_user()) { /* intentionally left blank */ } or for (input = ask_user(); input.empty(); /* intentionally left blank */ ) { complain_to_user(); }
  5. I'm assuming you are asking about C++. The answer is to call A::func() instead of just func().
  6. As someone who has worked both outside of and inside of the games industry as a programmer, and as someone who has had to interview and recommend hiring/not hiring people, having a degree from a university says that you can stick with something for several years and see it through to the end, even if you don't enjoy it.
  7. In my professional opinion and from what I've observed in the industry, most game development is done in C++ because that is what will run on all major platforms (PC, X-Box/X-Box 360, PS2/PS3, GameCube/Wii, Nintendo DS, PSP). If you start game development with C#, you immediately limit your potential customer base to PC and X-Box/X-Box 360. And remember, the PS2 currently has the largest install base (outside of PCs).