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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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Well I am sure glad that I went with PhysX for my physics lib. The SDK is nice to work with, and easy to setup. I have hit a wall with my car, the wheels move back on the car body when you move forward. I have no clue why, I have been at this for two weeks, and I am using SDK 2.7.3. Find help is like pulling teeth and I have no idea why, when PhysX has 10,000 registered developers... If I can get this last issue solved and add in triggers I am set for the most part.

I tore out a lot of crap from my game when I added in PhysX, and that included water, sky, for I wasn't liking the results anymore. I want to redo them to see if I can find a better solution.

I added in a resource manager now, to take care of my textures, music, sounds for now. I don't need one for my model meshes as the game will only have a few models. Once I move onto my RTS game I will need on then.

I dropped FMOD and went back to SDL_Mixer as I didn't want to pay the fee considering I am already using SDL. I haven't had any issues with sound so far.

I decided to buy Visual Studio 2008 Standard edition. I can't stand it anymore not having a debugger, the VC++ 2008 express edition doesn't have a debugger build. I got it for $250 at Amazon seems like a decent price. Should be here in a few weeks.

I am seriously considering make my game Geforce 8 series and newer only. I know this cuts out many users, but with GF8 cards cheap now $100 and tired of using old out dated code e.g. pre FBO/VBO/PBO and no texture array support, I just don't want to code two paths anymore. Plus this makes for a lot cleaner code. And this sucks, but ATI users would be out to... :( Get it together ATI.

Well until next time.

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I'm thinking of going that way also, that is leave out ATI users. Not deliberately, if it works it works. I don't feel like doing double jobs because ATI can't do theirs. This is also an economic concern; it's expensive to be an indie developer and to be forced to buy two different graphics cards for the sake of driver and API inconsistency issues. I shouldn't be glad that there only are two mayor graphics card manufacturers, but from a developing point of view I certainly am.

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"the VC++ 2008 express edition doesn't have a debugger build"

What are you talking about? VC2008 Express Edition have same debugger integrated in IDE as in Professional or SomeOtherEdition. Also build configurations are same as for other editions.

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