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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 n3Xus

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  1. Spent 20 minutes figuring out why a C++ macro doesn't work as intended. #define TIMER_SUM_END_NAMED (x,str) use_x_and_str_here [spoiler]Space between define name and (x,str) must be removed: TIMER_SUM_END_NAMED(x,str)[/spoiler]
  2. I hated UE4 C++ because if you have a C++ crash in your code the entire editor crashes also... In unity this happens only if you manage to write a infinite loop.
  3. From all of the above I concluded the issue is about gamedev.net not getting a bad reputation, which means that the owner(s) wanted to prevent crazy stuff from happening (like on other sites like reddit). So it is a business decision.   If my conclusion above is wrong, I see no good reason for any kind of topic restriction.   - this is the internet - the population will never be 100% diverse - what is the big deal of "personal attacks" on the internet? this is the internet, taking people serious in a heated argument is stupid, as an adult you should know this. - if a topic goes out of hand lock it -> most topics start nice, then go into chaos, just like big programs written by non-experienced programmers. But here we are dealing with the irrational human mind, so stuff goes crazy even faster. Lock it and restart the topic, it will go nice for a few pages, then go to hell, then lock it and repeat.   (also when I say "personal attacks on the internet" I mean getting called bad names online or via private messages. If you can't handle that don't post into topics like that. But that would mean you have a serious problem that most people don't. Obviously dead threats sent to your home via standard mail is a different thing. But unless you are a psychopath you won't do it.)
  4. When dealing with physics most stuff is C++ because they want to squeeze out every bit of performance, so that should probably also be your goal.
  5. We had to write code on paper only for the very first programming class in college (Java).
  6. If you were referring to me, then yes, that IS my gamedev autobiography    And most likely not just mine :D
  7. I think OP has the same tendencies as the other 95% of programmer (I had the same feeling):   1) You feel that it's cheating using other peoples code, you are awesome and you can create everything yourself 2) You start to make your own engine, you rewrite it 10 times because you don't like the code design 3) After the N-th rewrite you are finally more or less happy (in reality you are not happy, you want to rewrite it again, you can do it better, yes you can!) 4) Now it's time to create your game with your awesome engine, fuck third party shit thats for noobs! 5) You realize that for almost every new gameplay feature you want to add you need to write a entirely new part of the engine. 6) Eventually you create a simple prototype for your game and you realize that you hardly even wrote any gameplay code, you mostly just added engine functionality. 7) You realize that you wanted to write a game engine because you are actually interested in the low-level workings of a game engine and you start     to comprehend the amount of stuff needed for even the simplest thing. 8) You still want to make a game so you shamefully go to the unity or unreal engine site to look at their inferior engine compared to yours. 9) You realize that it's foolish to keep insisting on writing an engine and you start using unity/ue/... to make your game. The experience you get from rewritting your own        engine N-times is useful since you get the idea of how quickly large programs can become unmaintainable. 10) Hopefully you realize at this point it's unproductive to create a game engine for the sake of making a game, and you use unity/unreal engine/... 11) You start using unity/unreal engine/... 12) You stop working on your game because you lose motivation.
  8. I remember setting AF to 16x in Skyrim and the foliage still looked horrible and glittered like a disco ball.    All it took was FXAA to smoothen/blur the image and it looked like a totaly different game.   EDIT: I also remember how awesome Alien Isolation looked at the very beginning: the first room and the corridor in which you start had absolutely no flicker because of high frequency textures/normal maps. It looked like a movie. But then I got a bit further on and flickering ahoy But those 10 seconds at the start really stayed with me: it's about reducing flickering.
  9. Unity

    You could try Unreal Engine 4, its C++ based.
  10. DX11

    Test it by rigging and exporting one triangle so you can go through the data by hand in the debugger. Best option in this case.
  11. If I understand correctly... :   Your 1D texture has 4 components (4d vector). ( desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; -> R,G,B,A) If you sample at location 0 it will read the 4D vector. That 4d seems to be (1,0,1,0) (R and G are 1). RGB components are not separated, they are combined.   So when you mixed them you get purple.   You need sampleLevel(sampler,0,....).x to get red.   SampleLevel should be used if you need a specific mip-map, it has nothing to do with RGB channels.   EDIT: you should use the default sample function, not sampleLevel if you don't need mip-maps.
  12. There is no "inside": the texture is drawn on the mesh surface if you use meshes.   What you want is raymarching (google it).
  13. Simple global illumination based on voxel cone tracing I did for my thesis (the tube is for demonstration of meshes that emit light)   [attachment=21180:gi.png]
  14. Well either   1) They are afraid of him so they won't tell more to the police 2) They hate you   Life isn't fair, if you try to do something yourself you're gonna get in a lot of trouble.   Can we get the story about what happened before the push?
  15.     Obviously :D   A bit off topic: how do these people even get those high quality 3d scans of the world. Even the inside of that half-build building was visible?