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      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.

benjamin bunny

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  1. Quote:Original post by spek I might talk rubbish now, but I guess gamma correction is a final 'effect', just like brightness enhancement or saturation. Gamma correction is not just a final effect. Gamma correction is important because doing any kind of math or blending in gamma space will give incorrect results. This will lead to tone shifts and other incorrect results. All maths operations should be linear space, especially if you're doing HDR. That means all input colours (diffuse textures, shader constants etc) must be converted to linear space either in the shader or in a tool before you use them in a shader. At the very end of your graphics pipe (probably at the end of your tone-mapping pass), you need to convert the linear-space pixel into gamma space, but there's no point in doing that if you're not working in linear-space in the first place.
  2. What is the oil level like? If you tip it upside-down and no oil comes out then you need to give it a top-up. If you can't afford premium guitar oil, you can use cooking oil, 2-stroke, olive oil, sunflower oil, butter or live hamsters.
  3. Seriously, don't bother with a game degree. Just go for CS. There is absolutely no advantage to a game-specific degree, and it can even be a disadvantage, since it's not seen as a proper degree in some circles. Obviously CS will give you a lot more options career-wise if the games career doesn't work out. You are not expected to know everything about game development when you join a company as a graduate. And what you need to know will depend very much on the development practices of the studio you join, and you can learn that after you join them. What you need to demonstrate when applying is you understand the fundamentals and you have the ability to learn. Some kick-ass demos can really help too.
  4. Quote:Original post by Promit Quote:Original post by Oluseyi EA has had some issues porting games from the 360, true. Fortunately, they led Burnout Paradise development on the PS3. Hmm... maybe I'll rent Orange Box first.Yeah, but Burnout is built on the EA core tech that has been built off what was originally Criterion Renderware and is shared across all of their studios and most of their games on various platforms. Orange Box came from Valve's core tech, which is heavily PC centric and really rather messy. Personally I'm impressed they managed to do it at all. The main thing is, developing with PS3 as a lead platform (as with Paradise) is a lot easier than developing on X360 or PC and then porting to PS3. If you want to make good use of the SPUs, you really have to design your tech with them in mind. I expect a lot of ports will suffer due to this.
  5. From someone who works in the industry (as a programmer), I really would avoid any college that specialises in games programming. It really isn't worth it, and it won't give you any particular advantage over other candidates if you have ability. Get a decent degree in CS/Comp Eng, that shows you're capable of learning and understand the fundamentals of computing, then apply for graduate jobs in the industry. Game programming isn't really the exclusive club it's made out to be. Getting a job (in the UK at least) is not hard if you have a degree and you have some amount of talent. The best way to learn to make games is simply to make them. If you're really interested in working in games then you'll be doing that anyway.
  6. Quote:Original post by Lazy Foo Quote:Original post by benjamin bunny Quote:Original post by LoPing This isn't about gun control, it's about logic, and logic says absent all firearms in the world, people will find other ways of murdering large numbers of other people efficiently. In France, there aren't mass pencil stabbings making the news every 6 months. In Britain, we don't hear every year about another mass spoon massicre. These mass killings are perpetuated by people with firearms. "Logic" (and all the available evidence) does not support your argument. What about the Osaka school massacre? What about it? I'm sure you can find a few examples to the contrary if you google enough, but statistically it's pretty insignificant.
  7. Quote:Original post by LoPing This isn't about gun control, it's about logic, and logic says absent all firearms in the world, people will find other ways of murdering large numbers of other people efficiently. In France, there aren't mass pencil stabbings making the news every 6 months. In Britain, we don't hear every year about another mass spoon massicre. These mass killings are perpetuated by people with firearms. "Logic" (and all the available evidence) does not support your argument. Insanity + access to firearms is a very bad combination. The former you can't legislate against. The latter you can.
  8. Quote:Original post by juanmanuelsanchez that was the first thing I tried, include the header, lib is linked, but still dosent work, I get glActiveTextureARB' : undeclared identifier if I dont initialize. Don't declare any extension functions yourself. Just #include GLee.h and make sure you've got an OpenGL context before you call any GL functions or use any extension querying variables. To be extra safe, you can GLeeInit() after you've got your GL context and check whether it returned GL_TRUE (success) or GL_FALSE (failure). If it returns GL_FALSE then you should check the error with GLeeGetErrorString() Before using an extension function, you should check that your drivers support it by using the GLee querying variable for that extension (e.g. GLEE_ARB_MULTITEXTURE).
  9. Yep, MythTV does all the standard DVR stuff. It has a built-in guide which allows you to record shows, or whole series of shows, using a number of scheduling options. For example, I have mine set to record the Channel 4 news every night and delete old episodes. As with any DVR software, you can pause, rewind live TV, or record and watch a show at the same time. It also has other playback features like time stretch (watch a show at 1.5X speed if you're in a hurry), PIP etc. MythTV is probably the most advanced HTPC software out there in terms of the sheer number of features. SageTV, Freevo etc, are pretty basic by comparison. For example, Myth is probably the only DVR software which includes a web server (MythWeb) for scheduling shows over the web. The software is free, but it does take some time and effort to get it set up. Fortunately there's a wealth of information on the web from people who have done it before. Tom's hardware has an article on MythTV here which includes a few screenshots and a brief comparison with other HTPC solutions.
  10. Software-wise, MythTV is definitely worth a look if you don't mind the effort of setting it up. It's probably the most configurable DVR software out there. It runs as a separate backend/frontend which is great if you want to run multiple frontends on your network. Although there's nothing stopping you from having the frontend and backend running on the same machine, which is how mine is set up. The power of Myth is really in the plugins. These include MythMusic (music playback), MythDVD (play or import DVDs), MythArchive (back up shows to DVD and play them back on an ordinary DVD player). Personally I find it really handy to be able to import full DVD isos to the hard disk and play without needing the disk to hand (I'd like to see Windows Media Center do that [smile]) MythNews is the integrated RSS reader, and when used in combination with MythWeb (web browser plugin), it allows you to read news web sites by selecting stories from the menu. There are a bunch of other plugins too, but these are the ones I use. I use LIRC to handle the remote (which came with the Hauppauge DVB card), and XMLTV to download nightly listings data for the TV guide, although if you're using digital, you can just use the on-air guide data if you want to. Hardware-wise, don't bother with a really fast processor, especially not if the TV card does the encoding (or the signal is encoded already, as with digital cards). My machine was happily running an 800mhz Athlon with a couple of DVB-T cards until recently. The front-end was a little sluggish at times, but really it coped pretty well. 256MB should also be adequate memory-wise. The main thing is to get a big hard disk, and make sure it's a quiet one if it's going to be sitting in your front room. One more thing, unless you're going to be playing games on it, don't bother with an expensive video card. You're better off with a cheap video card and separate capture cards. As long as it supports has TV-out (assuming your TV doesn't have a DVI or VGA port), it should be sufficient. I'm using a 6-year-old Geforce 2 card in mine and it does the job adequately.
  11. Seems like a gimmick to me. Why would you want to start up a game console just to check the news? I just use my MythTV box (which is always on) to read news stories on the web via RSS feeds. I browse the headlines via the MythNews menu, if the summary looks interesting, I hit enter on the remote and it loads up the page in the built-in browser. I can choose what sites I subscribe to and they're very readable. Admittedly, this was a crappy experience on a standard-def CRT with nasty 50hz flickering, but now I'm using an LCD TV @ 1280x768, it's pretty good.
  12. What is this "hand writing" of which you speak?
  13. I wonder how fast this will be in a straight line though. Presumably these cores only do in-order execution (like the 360 and PS3 CPUs) so the performance won't be that great for non-parallel applications. Still, it'd be great for graphics. Real-time ray-tracing anyone? [smile]
  14. Nobody thought of my library :(, so I'll have to suggest it myself GLee A cross-platform OpenGL extension loading library.
  15. I wouldn't recommend it, since different implementations may or may not expose the correct functions. If you want this stuff handled correctly then why not use GLee (which I should mention I wrote) or GLEW to handle your extensions? These libs use the #defines from GL.h to only define extension functions which aren't included in the default implementation.