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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 SergeyAS

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  1. Different nodes in graph correspond to GPU computation via shaders. It works like in post-process when you have done some effect having put result into surface of render target texture. Then you make it  be input for the next pass with other effect. Same way in a graph when the primary nodes have been done the next nodes can be passed. And after this process repeats. Output from the prev node is input for the next node. It will be textures for example.
  2. Lout(y) = Integral( BRDF(x,y) * Visibility(x) * Lin(x) * cos(angle between x and normal) * dx ) over hemisphere Energy conservation it's just                                                   Integral( Lout(x) * dx ) <= Integral( Lin(x) * dx ) (here out and in flux density values are) You can substitute constant Lin and Visibility equaling to 1. And in the case of diffuse term BRDF is just albedo. It'll be                                                 Integral( Lout(x) * dx ) <= Integral( Lin(x) * dx )  (condition of not emission)                                                Integral( Integral( BRDF(x,y) * Visibility(x) * Lin(x) * cos(x,n) * dx ) * dy ) <= Integral( 1 * dx )                                                Integral( BRDF(x,y) * 1 * 1 * cos(x,n) * dx ) * Integral( 1 * dy) <= 2 * Pi                                                Integral( BRDF(x,y) * cos(x,n) * dx ) * Integral( 1 * dy) <= 2 * Pi diffuse BRDF is just constant                                                Integral(a * cos(x,n) * dx ) * 2 * Pi <= 2 * Pi                                                a * Integral(cos(x,n) * dx ) <= 1                                                a * Pi <= 1                                                a <= 1 / Pi it's constraint for albedo Like this way you can check different BRDF.   And also when you use direct light source in Integral over hemisphere its integration is changed by computing by single ray via delta function. Lin(x) = delta(xlight directoin - x) * c, where c is flux density of light source, being measured in Watt /  m2 units, and delta func is measured  steradian-1. Then                                         Lout(y) = Integral( BRDF(x,y) * Visibility(x) * Lin(x) * cos(x,n) * dx )                                         Lout(y) = Integral( BRDF(x,y) * Visibility(x) * delta(xlight directoin - x) * c * cos(x,n) * dx )                                         Lout(y) = BRDF(xlight directoin,y) * Visibility(xlight directoin) * c * cos(xlight directoin,n) where Visibility(xlight directoin) is filtered sample from shadow map (for example).
  3. It seems you want to have dynamic illumination with shadowing from everything on everything (aka global direct illumination).  Cascaded shadow mapping is gold standard for now in large-scale environment. Use CSM with PCF on Poison Kernel. It works well. This method is used in many titles in the market. Some time ago I had been testing many others. This had given max result for scalability and perf. Also you should use deferred tech instead forward even in large-scale scene. And hold in mind what types of BRDF you want to see in your game. May be it's just diffuse and specular terms. Or may be complex aniso BRDF, or may be you'll have decided to add local subsurface scattering via spherical harmonics or wavelets. You should have chosen a good solution at the beginning, because there are 4 render targets in Direct3d9.
  4. I would recommend you Torque3d engine (http://www.garagegames.com/products/torque-3d) which is made professionally and full featured.