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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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Ups, downs, and rage

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I've been cranking away all weekend on getting a proper GPGPU demo put together; nothing fancy, just sums two large buffers of floating point numbers.

The first big hurdle was moving data up to the GPU efficiently; I'm not entirely happy with my current solution, as it involves a couple of extra copy operations, but I'll live with that for now.

The next problem was building the actual data buffers. There was an array feature already in the language, so I decided to hijack it and use that to work the data around.

This was a mistake.

Arrays in Epoch were formerly implemented as entirely stack-allocated entities. This means that it isn't really very easy to move a large data buffer around, because you have to do a lot of copies to and from the stack. I blew several hours of this afternoon trying to make it work, and finally gave up in frustration (I have a rule that after about the 50th time I yell "FUCK" across the office, I need to quit).

Long story short, I've ripped out every last bit of the array code, and I'm now going to go work on reimplementing array support using the freestore. I already have a mechanism doing this with character (byte) buffers, so it should go quickly.

I will update as things happen; for now, I need to wait for this red haze in my vision to clear up, and then get hacking on the new array implementation.

Time to GDC is ticking away painfully fast, and I've still got a long way to go on this beast before R9 is ready to go. And to think I almost gave up caffeine a while ago...

0114 Hours
Progress on the array rewrite is slow but steady. I'm starting to make fuzzy-brain mistakes, which is a bad sign, as it means I'll hit the threshold of non-productivity soon, where I spend more time cleaning up my own dumb mess than I do making forward progress.

Convoluted run-on sentences are also a symptom of loss of higher brain functions.

I am doomed.

Sadly, I'm stupid enough to stay awake until I get this thing ready, because I absolutely have to have R9 set for GDC or I will hate myself forever. My week is going to be twelve kinds of crazy even without the pressure of getting Epoch work done, so expect to watch my sanity slowly erode.

I may or may not attack random passerby with a lawn chair; I must consult the Cheeseburger God to determine the most luminous path for my life's forward journey.

All hail the hypnotoad.

0519 Hours
Finally got arrays reimplemented and passing all of the unit tests; this means the only thing left to do is get the GPU data marshaling stuff retooled to use the new array design. Once that's out of the way, I'll officially be back to where I started this morning. Yayy!

If I'm lucky, the GPU data copying bit will be easy, and I can work on a couple of the other goodies I want to cram into R9 - specifically, automatically vectorized for() loops.

Yes, that's right, automatic vectorization. The system should be smart enough to use a massive number of GPU threads if available, or one thread per CPU core if a suitable GPU can't be located. This gives Epoch the unique ability to run your code on the fastest available hardware for the given task type - precisely what I wanted when I set out to create the language.

So, all in all, I'm half happy, half exhausted, and a bit annoyed at the day's setbacks, all at once.

More caffeine time!

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