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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.

Grasshopper

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  1. I'm doing some testing of the Havok Physics sdk to see if it meets the requirements of my engine. Does anyone know if a hkpRigidBody can be created with out any shapes added? I'm trying to create a dynamic object with out any collision but I'm getting a crash when I try to create a new  hkpRigidBody with bodyCinfo.m_shape set to NULL. Seems strange that such a popular physics sdk wouldn't support such a basic feature.    
  2. Thanks for the replies. None of these things seem to be the case as far as I can tell. Back to banging my head against the wall.
  3. I've got a MFC program that does all the rendering in the main tread and uses a seperate thread for physics. For some reason when I comment out the main render update function my physics thread runs faster even though no communication is happening between the two threads. If I replace the render update function with code that wastes time in a while loop the physics thread also runs faster. The Direct3D device is being created with D3D11_CREATE_DEVICE_SINGLETHREADED. Does anyone what might be going on here?
  4. I want to write one pixel depth value to the z-buffer but test against another value with a offset added. This is to overcome objects that are z fighting against the terrain. I want to write the normal depth value to the z-buffer but have a offset added when testing agains the terrain z values. Is there any easy way to do this?
  5. I'm trying to tessellate a quad for some displacement mapping. I also need to do some edge detection in a geometry shader once my quad has been tessellated but I can't seem to find a way to generate any adjacency information in the domain shader. Does anyone know how I might go about doing this? If I could figure out how the SV_DomainLocation coordinates are generated based on the tessellation factors are generated then I might be able to predict where the neighbor vertices would be.
  6. This has been enlightening so far. I'm guessing that with exponential attenuation (e^-a*dis) for say fog this would be applied to the distance from light to object(d1) and the distance from object to camera (d2). So the final attenuation would be (e^-a*(d1+d2)) due to the absorption/scattering of light?
  7. A light source at distance d1 from a object attenuates at 1/(d1*d1). If the point at which the light hits a object is at distance d2 from the camera shouldn't the light also attenuate by 1/(d2*d2) as it travels from the reflection point back to the camera? I know sonars works this way but I don't really see lighting calculations done like this. Anyone know why?
  8. I'm in the processes of testing my software with the nvidia nvision 3d glasses on a 120Hz monitor. I notice that the screen gets a lot darker once the 3d effect kicks in. Does anyone know what the best way to compensate for this effect is? Should I just scale the final pixel color by a fixed amount? Show this be done before or after gamma correction?
  9. Can someone working in the game industry tell me if vacation time usually goes up with job experience. What kind of time off would a senior programmer get?
  10. I'm thinking of applying for a programming position at a east cost company called Other Ocean. Does any one here have any experience with this company? I'm wondering about things like the work environment and usually hours of work. I've never worked for a game development studio but my current job uses mostly the same skill set. Another issue I'm concerned about is vacation time. At my current job I'm getting three weeks off a year plus a week during Christmass. What kind off vacation time am I looking at in the game industry?
  11. float Perlin::perlin_noise_3D(float vec[3]) { float result = 0.0f; vec[0]*=_frequency; vec[1]*=_frequency; vec[2]*=_frequency; float divider = 0; float scale = 1; for (int i=0;i<_octaves;i++) { result += noise3(vec)*scale; vec[0] *= 2.0f; vec[1] *= 2.0f; vec[2] *= 2.0f; divider += scale; scale *= 0.5f; } return _amplitude*pow(result/divider,3.0f); } Are these the right changes? The effect seems a bit better. Are there any articles or samples that you could link me to that might increase my understanding of all this?
  12. Has any one out there tried using perlin noise to generate wind turbulence? I'm trying to create an effect similar to the turbulence field that can be generated in 3DS Max using the Wind Space Warp. Here is my current approach to updating each particle in the turbulence field. // perlin function float Perlin::get(float x,float y,float z) { float result = 0.0f; float amp = _amplitude; x *=_frequency; y *=_frequency; z *=_frequency; for (int i=0;i<_octaves;i++) { result = noise3(x,y,z)*amp; x *= 2.0f; y *= 2.0f; z *= 2.0f; amp *=0.5f; } return result; } // particle update turbulenceVel.x =_perlin.get(particle->pos.x,particle->pos.y,particle->pos.z); turbulenceVel.y =_perlin.get(particle->pos.x+100,particle->pos.y,particle->pos.z); turbulenceVel.z =_perlin.get(particle->pos.x,particle->pos.y,particle->pos.z+100); particle->pos += windVel*timeStep + turbulenceVec*timeStep; The problem that I'm having is that no matter how much I fool around with the amplitude, octaves or frequency of the perlin noise function I can't seem to get a nice turbulence effect. The result always seems either too wavy or too jittery. Does anyone have any suggestions on how I can improve this routine?
  13. Thanks for the responces. Looks like I'll have a great starting point.
  14. I'm working on a project that requires the simulation of underwater vehicles and objects. What I want to do is describe the quadratic and linear drag (c1*v^2 + c2*v) forces on objects using primitive shapes like ellipses and rectangles. Is there any method I could use to come up with these drag coefficients for simple shapes? Even if I had to use look up tables that would be fine but and can't seem to find any information anywhere.
  15. I think Omid Ghavami just told me what i wanted to hear. Thanks for the responces.