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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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Bringing Milton back to life, part 2

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... and this is why I've never really, truly loved Linux.

Yeah, I like it fine as a Unix. The philosophy is a little shaky, and as far as Unixes go, I actually kind of prefer BSD, in a little secret corner of my heart. But Linux is what I'm directly familiar with, and I already have a perfectly good set of RHL disks, so I'm too lazy to actually go out and get a good set of OpenBSD ISOs and burn the disks so I can use it instead.

The problem I have with Linux is hardware support. Or, more accurately, the fact that Linux has none. It sucks. It's beyond abysmal. I actually first started trying to dabble in Linux almost 10 years ago now, but couldn't find a distro that would work with the hardware I had available.

Today, 10 freaking years later, I'm still plagued with hardware support issues.

I remember now why the last build of Milton took so long: I had to manually find an nForce driver set for the 2.4 kernel, make a manual bugfix, build the driver, and install it. All that so I could just download the updated 2.6 kernel and redo it all.

So I went to go install 2.6 today, and guess what? wget barfed on me. Oh yeah, whoops... I have no network drivers.

I was happy, for a few minutes - I had a nice shiny working clean server, and all I had to do was install some packages. Then this.

Gaahhh! Oh well. I guess it isn't a proper Unix server deployment if you don't have to copy some driver sources by hand from another machine and do a manual patch to the code.

Fricken Linux.

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FreeBSD went onto my Dell Poweredge 1800 smooth as butter. The only "custom" steps I had to do was compile a SMP kernal and install it. A 6 command process where I didn't even need to edit a config file.

Then again this thing will never have a xterm. Ever.
I think that is were linux/*nix fall apart. Then again I still refuse to use Linux as my desktop so I don't really care atm. (Once Vista ships I may be more concernd)

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