• Announcements

    • khawk

      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.
  • entries
  • comments
  • views

Epoch Release 9 is available!

Sign in to follow this  
Followers 0


Release 9 of the Epoch Language Project is now available. Read all about it.

Download it. Play with it. Stretch it. Test it. Make it do cool things. Then tell me about your adventures.

You want to look at this. If you don't, I'll visit you in your sleep and suffocate you with a large fish.

Sign in to follow this  
Followers 0


Original post by ApochPiQ
You want to look at this. If you don't, I'll visit you in your sleep and suffocate you with a large fish.

Kinky. Now I have a new fantasy.

I checked out the intro page for Epoch. I'm somewhat familiar with Erlang so, apart from Epoch being procedural (right?) and Erlang being functional (kind-of), what is the difference between the two? I guess it's an ill-formed question but I get the feeling they are trying to address the same problem, to abstract away the hassle of writing parallel programs.


Share this comment

Link to comment
While both Epoch and Erlang approach the subject of parallel programming as a significant focus, that's about where the similarities end. Erlang is designed entirely around that concept (and protection against various forms of runtime failure); whereas for Epoch parallelism is "merely" a feature.

The analogy is a bit of a stretch, but comparing the two languages is like comparing a Porsche and a pickup truck. Yes, they're both vehicles, and they both perform the basic duty of moving you from A to B; but the philosophy behind those vehicles is radically different.

In any case, the real focus of Epoch is not "simply" parallelism - it's about using all of the available computation hardware in a modern machine, as effectively as possible. Erlang micro-threads will always run inside the Erlang environment, on primary CPU cores; Epoch, by contrast, could run literally anywhere in terms of hardware. Erlang achieves parallelism via abstraction; Epoch achieves parallelism through exactly the opposite - openly exposing the guts of the machine so you can put your code on any physical bit of silicon you like.

As the introduction page mentions, the real focus of Epoch isn't exactly a huge issue right now. My investment in Epoch isn't merely to solve a current problem - it's to make a preemptive strike on a problem that does not yet really affect much software.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now