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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.

GalaxyQuest

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  1. FYI: I wanted to do something similar. But then, what about DELTA TIME between frames and different computer speeds. You dont account for that in your speed += .2 math. BE CAREFUL! So, for me, I bit the bullet and will just update a texture matrix outside and send it to the fx ptr. Im not a shader guy, so no suggestions on why you cannot do the if(blah) math++ stuff. - john
  2. I am a 1 man team, so modeling isnt my main thing, but I do have an artistic left half. So, I need to make some tree models for my world and am not sure how I should create them. For example, I am wondering if I should break up the tree into 2 seperate models: the solid stalk center as one, then all the leave folliage quads as another. Why? I am thinking that the stalk/trunk doesnt need alpha rendering so all models if this type get rendered in the non-alpha batches and can save some alpha testing. The leave/folliage model *is* rendered with alpha and will be batched at the end with all other alpha batches. Another concern is with shadow mapping trees. I am considering, using a low LOD billboard of the tree also as the shadow map for projection, instead of going through the model polys for possible speed reasons, if possible. Well, this is where I am at. I dont know if I should be worried about the alpha rendering or not. Im curious to know how you guys (or your artists) do things. :o/ - john