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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.


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  1. I could be wrong, but from the images you linked it looks like you're using a single color for the entire sky. Before hacking the water lighting calculations, I would try to replace it with something more "interesting", like a proper texture of a clear sky. It should help at least somewhat, because if you use a homogenous sky, the direction of the reflection vector won't really matter, you will fetch the same color regardless. With a proper sky texture that won't be the case, because different parts of the sky are colored different kinds of blue.
  2. AFAIK the PS4 Pro has some special hardware extensions to make checkerboarding easier, but the R6 Siege version doesn't depend on any special capabilities. http://www.gdcvault.com/play/1022990/Rendering-Rainbow-Six-Siege The slides say that the resolve pass adds about 1.4ms, but the whole stuff still saves around 8-10ms, which is kind of awesome. (Ever since I first saw the slides describing how they do this, I'm toying with the idea of implementing it in my hobby renderer, but the resolve shaders flow graph, and the fact that they admit their implementation was done by trial and error, scares the hell out of me.)
  3. The truth is somewhere inbetween the two. :) setInterval afaik doesn't care about how long the passed callback runs, and it won't fire exactly on given delays either. With the given example, the browser will queue up the passed callback for execution every 150ms, but it will only execute when the execution "thread" doesn't have anything else important to run. (This is why the age old setTimeout with zero delay hack works, a 0 as a delay in this case doesn't mean it will execute immediately, it just means that it will run as soon as possible when nothing else is running.) Sidenote: it is perfectly possible to do the second option you described with recursive setTimeouts, e.g: (function func(){     setTimeout(function(){         //code         func();     }, delay); })();
  4. Me too use RenderDoc (https://renderdoc.org/) for graphics debugging, it does everything you described and much more. Debugging really large shaders can bit a bit of a pain, but other than that I haven't had any significant problems with it.
  5. Try changing the line "i /= base" to something like "i = math.floor(i / base)". ( https://en.wikipedia.org/wiki/Halton_sequence if you look at the pseudocode, it has the floor operation too. )
  6. If your depth buffer isn't linear, then the depth distance between things at a unit distance from eachother in the world, will become shorter as you get further away from the camera. ( https://developer.nvidia.com/content/depth-precision-visualized the article isn't particularily about this, but the figures illustrate well what happens here. ) So effectively your particles get "closer" to other stuff, that would trigger the softening the furter away from the camera they are. The fastest fix in this case would be linearizing the two depths before you compare them.
  7. They create the render target on the fly if not one is available for the asked size using a render target pool ? Is it ok to downscale/upscale using the hardware filtering ? With dynamic scaling you have a minimum and a maximum resolution multiplier, so it's easier to just create a rendertarget that fits the size of the maximum scale, and then render with the viewport set to the actual scale used at the moment. I used this (https://software.intel.com/en-us/articles/dynamic-resolution-rendering-article) article as a reference to implement this kind of stuff in my framework, it discusses filtering options too.
  8. Well, from an end user perspective it's either never used, or it's a lifesaver. For example without a resolution scaling option, I would've had a hard time playing Mass Effect: Andromeda, to reach a framerate between 30-60FPS I needed to put everything to low and set the scale to x0.8. (My i7 920 + GTX670 rig isn't the beast it used to be :) ) If you think about it, back in the old days we set lower resolutions to get some extra needed perf, resolution scaling achieves about the same effect, but provides more fine control over the rendering resolution, and does this while still outputing a backbuffer in the native resolution of the screen. (Not to mention that no matter what the set scale value is, you can still render your ui at the native resolution, so it doesn't become a blurry unreadable mess.)
  9. MSVC only lets you to use inline asm for x86, it isn't supported for ARM or x64 targets at all. (https://msdn.microsoft.com/en-us/library/4ks26t93.aspx) So even if you find a case, where you absolutely need to use inline asm, MSVC probably won't really cooperate with you.
  10. This. "The notion of best practices in frontend world has a half life of about 3 months." said Steven Sanderson (he created knockout.js years ago) once in a presentation (https://youtu.be/I1USsIW8aWE?t=43m34s), and he was a, generous about the timeframe b, only talking about frontend. Going full stack is the way where madness lies. (I'm a "full stack" .net dev by trade, and often there are times when the regular 8 hour workday just isn't enough to keep on top of all the new and shiny frontend and backend stuff. )
  11. Well, if only strictly console stuff counts, then Destiny on the PS4. Being from Eastern Europe, someone owning a console was astonisingly rare in my childhood, because it was harder to pirate stuff for them, and back in the 90's we neither had a grasp on the concept of copyright, nor the money to actually pay for stuff. If PC counts too, then the original Half-Life wins.
  12. If I find the policy to be sane, then I don't have a problem with it. For example: I prefer Allman style, and use it where it is possible, but at work we write Java and Javascript code with the Java variant of K&R style, and I don't really have a problem with it. On the other hand if the policy would be to use Whitesmiths style, or something I find equally unreadable, I probably would have found another job already.    Variable name prefixes basicly make the code unreadable for me. I usually don't read code properly like text, I just run through it, so for variable names usually I only look at the first 3-4 characters, and the length. (I heavily lean on autocompletion during actual coding for this exact reason, I usually don't know the full names of variables, just how they start.) Because of this, if the first characters are consistently the same throughout multiple variable names, I'm forced to read the code like proper text, which is irritating to me, and much slower too. Class name prefixes while irritating, I can live with them, but they make harder to find stuff for me (again I usually remember the beginning of the class names, and if all classes start with a C, that doesn't make my life easier). I'm fine with anything else that doesn't involve prefixes.
  13. You're probably missing the d3d debug layer, take a look at this topic on how to install it: http://www.gamedev.net/topic/678115-device-creation-fails-win-10-c/
  14. Just out of curiosity, what happens if you remove the packoffsets, but use cb0 and cb1 as the register names as you originally did? (I don't exactly know what happens here, but I have an idea.)
  15. There should be a zip distribution option where it offers the install msi of the windows build agent. (Setting up the whole thing in linux requires a bit more manual work, but the documentation helps: https://confluence.jetbrains.com/display/TCD10/Setting+up+and+Running+Additional+Build+Agents#SettingupandRunningAdditionalBuildAgents-InstallingAdditionalBuildAgents) The whole stuff is written in java, and it's compatible with OpenJDK, so theoretically the build agents can run on anything that OpenJDK supports. In smaller projects the 3 agent cap shouldn't be a problem I think: in theory if you install an agent in a Win env, one in a Linux env and one on some kind of OSX running box, then you covered most of the things needed. With this setup you can build desktop apps for these OS-s, you can build an iOS app with the OSX agent, an Android app in any of them, a WP app in the Windows one etc. you probably get the idea. (Of course you need to install the needed build tools along with the build agents.) What you lose really is the ability to do multiple builds of the same type in parallel. Now probably you could do all of this with Jenkins too (it has a slave-master system, although I never used it), but I wouldn't really bother with it, we use Jenkins at work, and keeping one instance up and running properly is sometimes a challenge already. (We do web dev with Java+Spring+Angular and use Jenkins as the main CI server. We're evaluating TC at the moment, because Jenkins can be a real pain in the ass sometimes for the stuff we use it for.)