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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 mmakrzem

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  1. Have a look at my website www.MarekKnows.com there I've posted step by step video tutorials showing how to program in c++ and OpenGL to create games.
  2. I post c++ Game Development Tutorials on my website every week. The first 200 Mb of downloads is free to anyone who signs up for a free membership. I cover how to develop an OpenGL Game Engine from scratch. Each video shows and explains all the code that I write. There are actually a few engines that I developed that are covered in the tutorials plus a few games and a whole bunch of tips and resources to get you going with your own projects. I also take suggestions for topics to cover, so if you get stuck creating your game, send me an email and I might make a video tutorial to address the issue.
  3. I just found this online that gives a nice explanation on how to implement exactly what I need: http://blogs.love2d.org/content/let-it-glow-dynamically-adding-outlines-characters
  4. Thanks for the suggestions, I'll implement your first suggestion to see how it looks.
  5. I'm making a PC 2D point and click adventure and I would like to have a UI where if the user hovers their mouse cursor over an object (that can be interacted with) the object would be rendered with a highlight selection around it... Something like marching ants. I'm thinking this could be implemented like this: * start render frame * Render all objects appearing behind the selected item using the "normal" shader. * switch to selection shader and render the item * switch back to "normal" shader and render all items that appear in front of the selected object All my graphic assets are 2D hand drawn textures. Any ideas on how to implement the selection shader in GLSL?
  6. C++

    Scott Meyers "Effective" books are great http://www.aristeia.com/books.html Also have a look at Modern c++ design https://books.google.ca/books?id=GPL1r8rQU6wC&printsec=frontcover&dq=c%2B%2B+programming+book&hl=en&sa=X&ved=0ahUKEwii0NiH67XKAhUDu4MKHVRrCJEQ6AEIXjAJ#v=onepage&q=c%2B%2B%20programming%20book&f=false
  7. Have you looked at Marmalade? https://www.madewithmarmalade.com You can code in c++ and there tools do all the work to deploy on different platforms.
  8. Have a look at the batch renderer article that I published here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 Basically when I want to render sprites, I send them down to the batch renderer. It is responsible for grouping the vert's into buckets and when I'm ready to render my frame, it just empties all the render buckets that it has stored.
  9. 3dbuzz offers good game development video tutorials using C#: http://www.3dbuzz.com/training/topic/c-sharp?resetFilters=True
  10. Have a look here: http://www.equalizergraphics.com/documentation/parallelOpenGLFAQ.html#multigpu   If you are using an nVidia cards have a look here: http://on-demand.gputechconf.com/gtc/2012/presentations/S0353-GTC2012-Multi-GPU-Rendering.pdf
  11. To be a good C++ programming you need to understand constructors, destructors, inheritance and pointers (as a bare minimum).  Once you know how those things work then start coding.  Start small and simple like creating text based games.  ie build choose your own adventure type games where text is displayed on the screen and you need to make a choice with the keyboard to decide which path to take.  Planing and executing on a full game (even a simple one like this) can be a big task and it will teach you how to structure code so that you can reuse parts.   Once you are comfortable working with char's, int's, std::strings start to investigate the other parts of the standard template library.  vectors, maps, queues, lists etc.  Then try building a 2d text based game like tick-tac-toe or connect 4.  This will teach you how to program things that uses arrays.   Now you can start looking at graphics, to improve upon the previous games that you have under your belt.
  12. Have a look at jMonkeyEngine http://jmonkeyengine.org/   It is a 3D game engine written in Java.  There are lots of examples and tutorials on their site too to get you started.
  13. OpenGL

    What does your scene look like when you turn shadows off for object 1 and just leave shadows on for object 2 (the cross)?  I wonder if this is an artifact of you compounding the shadows which are rendered with an alpha value of 0.6.
  14. yEd is another popular graph editor that may interest you: http://www.yworks.com/en/products/yfiles/yed/   If you are looking for a web based solution (as I was), then here are some frameworks that you could use: http://www.draw2d.org/draw2d/examples/examples.html http://jointjs.com/rappid/tour https://www.jgraph.com/index.html https://www.gliffy.com/