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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.

Key_46

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  1. Interesting... Are you compiling the framework yourself? If so which libraries the solution is linking?
  2. Since the request was working on my browser I tried to match the header exactly. I enabled the debug verbose for the opener to see what it was sending:   opener = urllib2.build_opener(urllib2.HTTPHandler(debuglevel=1))
  3. In my case the webserver was not accepting the default User Agent from urllib2. Try changing it:   opener.addheaders = [('User-agent', 'Mozilla/5.0')]
  4. The machine learning, computer vision, data mining are field is full of linear algebra, and so Facebook, Google and Twitter are also full of linear algebra.
  5.   Technically not true, since Visual Studio does support makefile projects it can be used with with any tool/compiler. As an example I used it with Mingw to build homebrews for Nintendo DS.
  6. You are dealing with the problem of what objects worth drawing, One solution is keeping a buffer large enough only to draw the bullets near the camera and dynamically insert / remove the elements. You can specify the number of instances inside the buffer.
  7. Add some Subpixel Morphological Antialiasing to the mix and voilá.
  8. DirectX, OpenGL and other libraries are at the core of the engines. You can't explicitly see them because the engine creates an infrastructure that serves as an abstraction of all that for you. For instance, effects like smoke will aggregate some D3DX Buffer for the sprite positions, a D3DX Effect for the rendering, all of that will be used by a Direct3D Device during the rendering...
  9. Currently I'm using a single state shared across multiple Lua scripts. On the C++ side, the 'mod' definition will register all the .lua files necessary for the game objects, these files contains a factory to create an object (table) inside the lua state, so I don't need a class Enemy or Ally on the C++ side, I just need an Entity providing a minimum interface and which invokes the Enemy or Ally factories from Lua. The Lua objects communicate using message passing, the interaction is coordinated on the C++ side, using uid's. And since the queues are also in Lua I have freedom to send from int's to complex data structures, if necessary.
  10. [quote name='InvalidPointer' timestamp='1327766818' post='4907042'] You can check this more thoroughly by running the sample in the reference rasterizer. If it looks fine there, smells like a driver and/or hardware problem. [/quote] You are right, running perfectly on reference. http://i.imgur.com/wLxfl.jpg
  11. Hello everyone, something weird is happening, 2 days ago I downloaded the Parallax Mapping sample from [url="http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html"]NVidia's DirectX10 SDK[/url], the sample was pre-build so i just ran it. The effects are working fine except for silhouette effect: [url="http://i.imgur.com/Xr7xB.jpg"]http://i.imgur.com/Xr7xB.jpg[/url] Recompiling the sample locally not helped. I posted this problem on NVidia forums and I was replied that the Sample works perfectly on other systems. I remember downloading this SDK somewhere in the past and everything worked fine. Other individual samples are also working fine with and without recompiling. Already update video driver but didn't help. What could be the cause of this problem? Microsoft's HLSL compiler? Driver-Hardware compatibility?
  12. [quote name='MJP' timestamp='1310507139' post='4834530'] Ahh I see. Yeah in that case sorting is a little tricky. It is possible to sort on the GPU, however it's probably not practical unless you use a compute shader. If you do ever go down that route, Nvidia has whitepapers and tutorials for various sorting algorithms in their cuda developer zone. As for the point expansion, the older DX10-era presentations from the IHV's used to say that geometry shaders were okay as long as you didn't emit more than 4 vertices and you kept your vertex structure pretty lightweight. So for particles that should be fine. But you can always profile if you need to know for sure for a particular GPU. [/quote] Thanks again, i will leave the full GPU and the CPU sorting solutions then. I will compare the performance with the instancing when i finish these two.
  13. Thanks for the response MJP, the problem is that i am also redirecting the stream output so i can do all particle computations on the GPU side without sending data through the bus. But i don't know how better this is in comparison with normal CPU calculations. I am implementing the sorting on the CPU and i'm still getting pretty neat results [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] I am also questioning the use of Geometry Shader, it makes the coding simplier but I've read (in 2007) that Geometry Shader produces a noticeable overhead, and since i'm creating a simple quad, isn't better to use instancing instead?
  14. I am implementing the ParticlesGS sample in my engine and i came up with a problem... the rendering order is screwed, the only good situation is when i have additive blending, but in my case i have some smoke particles that doen't look nice. So is there a workaround with z-buffering and blend states or i need to hardcode a sorting on the CPU? Because if i had to implement a CPU solution then the whole idea of using GS is worthless, right?
  15. quiz(4) will generate 2 quiz(2) and each will generate 2 quiz(1) so you have: 1 '*' from quiz(4) 2 '*' from quiz(2) 4 '*' from quiz(1) that's 7... the program operation: program enters quiz with i = 4 4 > 1 program enters quiz with i = 2 2 > 1 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 Print '*' program returns to quiz with i = 4 program enters quiz with i = 2 2 > 1 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 program enters quiz with i = 1 Print '*' program returns again to quiz with i = 2 Print '*' program returns again to quiz with i = 4 Print '*' End