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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 wazoo69

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  1. I think SDL and OpenGL is the perfect choice for starting out. :)
  2. Well start with the obvious, then work your way towards the non-obvious..;) Naturally, use a cross-platform library of some kind that runs on both PC and Mac. SDL is good place to start. Next, for your 3D API (should you choose to use 3D), you'll probably just want to stick with OpenGL. It's cross platform and all that good stuff. I'm not sure what you mean by mimicking DirectX....*shrug* Next, you need to be aware of the Little Endian/Big Endian issues to make sure your code is compatible. The SDL library has a few functions here to help you out.. For sound effects, I would recommend SDL_Mixer or OpenAL, and for image loading, I'd suggest SDL_Image...all 3 of those libraries are cross platform and should help you out.. hth,
  3. I've got one coming out that you might like. :)
  4. It almost sounds like you're not getting an accelerated OpenGL context/pixelformat, and it's doing everything in software.. hth,
  5. Quote:Original post by Boder I also was going to look at POpCap Game Framework, but I haven't signed up yet. Anyone had any experience with that? Or how about PTK? Both are decent frameworks and have been behind some very successfull titles (the PopCap one especially). It all depends on what you need, what you're trying to accomplish and what your programming strengths are.. PTK's pretty much got everything on your list except for GUI tools (the last time I looked), but PopCap has some basic widgets that are definitely good enough.
  6. Can't we all just get along?! :)
  7. Quote:Original post by mike74 Congratulations, rpg_code_master, after applying our rigorous selection criteria, we've determined you are qualified to appear in the game. If you could send some pictures of yourself on a black background firing a gun, that would be great. Thank you. Mike C. http://www.coolgroups.com/zoomer/ Kudos to rpg_code_master for successfully resisting the temptation to post a "witty" quote underneath that picture such as: "Say hello to my little friend." "Now THAT's a knife." "My other sword is Excalibur."
  8. I hope I can explain this properly.. At a very basic level, I like to think about normalization as the same operations you need to perform on fractions (remember those? *grin*) in order to work with them. To do any fraction math, you need to have the denominator right? Same thing with vectors. By normalizing the vector, you are in effect converting everyting to the same denominator. When doing any matrix operations, it's also handy to have your vectors normalized, but that's a tale for another time. (first things first)..;) hth,
  9. *cough* I cover how to do this in my upcoming book...*cough* :)
  10. The added benefit of using managed C# and Direct3D, is that if the client has already installed DX9.0c then it already comes with the .NET managed runtimes (there's no "extra" install)..
  11. *cough* my book! My book! *cough* :)
  12. Quote:Original post by riyunoa And also, how do position vectors, direction vectors, and up vectors work? What is posVec.fX, posVec.fY, and posVec.fZ? Help~ I'm really confused... ;_; Thanks in advance... That'd be for your camera position within the scene if I'm reading you right. The up vector is ALWAYS (okay 99.9%) (0.0f, 1.0f, 0.0f)...ie. positive y-axis
  13. Good question. For the most part, you CAN just use (x,y,z) but it gets ugly FAST when you're working with a lot of vertices. Not only will you encounter the need for what deavik just described, but it's also a MUCH nicer way to conceptualize what's going on in your scene. I guess it can all come down to how much you like/dislike OO and objects..;) hth,
  14. Yup AFAIK you need either .NET Studio 2003 or the 2005 beta. Try googling Visual Studio 2005...it should point you to a page on lab.msdn.microsoft.com Secondly, you need to enable UNICODE in the compiler. You'll know how once you use a studio .NET product (the compiler error message will tell you how to do this). hth,
  15. Quote:Original post by TheWanderer I gotcha. Given the similarity between the two API's I was wondering what a nice, clean way of presenting their functionality to the end-user might be. Out of curiosity, why a map and not a vector? I just do it for a more elegant solution for my engine. This way, we can load any audio file we want, but assign it an identifier (primary key) which really helps the container find the object we want to play. ie. #define BGM_MUSIC 1 #define LASER_SOUND 2 #define EXPLOSION_SOUND 3 #define GAMEOVER_MUSIC 4 //etc. //insert it into the std::map container hr = loadMusic( "data\\audio\\bgm.mid", BGM_MUSIC ); hr = loadWAV( "data\\audio\\laser.wav", LASER_SOUND ); HRESULT loadMusic( std::string strfile, int primary_key ) { CMusicSegment* pMusic; //blah blah m_oMusic.insert(std::make_pair(primary_key, pMusic)); } //ditto for loadWAV //then when we want to play our audio.. startMusic( BGM_MUSIC ); HRESULT startMusic(int primary_key ) { std::map<long, GLuint>::iterator it; it = m_oTextures.find(key_id); CMusicSegment* pBlah; if (it == m_oTextures.end()) { return E_FAIL; } else { pBlah = (CMusicSegment)it->second; pBlah->Play(sound_flags); } return S_OK; } I think you get the point of what I'm doing...I'm just putting this down by memory, so it may not be called a CMusicSegment, but whatever..