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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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Opus 3D revisited

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So yes, writing a Window framework was indeed a stupid idea and I've given up. I've decided instead to rewrite Opus, my low-poly 3D modeller, using Qt. I like Qt personally.

I've been developing the above for the main workspace area. It's a SplitWidget. You can take any child widget and split it horizontally or vertically, making it clone its child widget. You can also remove widgets, collapsing their split back down. I'm working on a system to maximize a widget to the entire area of the split widget manager window and restore it.

It'll mean a nice, flexible central area for the package. I've just been running a sanity check that randomly splits and collapses widgets for about two hours and nothing leaks or gets lost so seems pretty stable. A child widget just derives from SplitWidgetChild and implements the obligatory virtual clone() method and you're good to go.

I seem to be suffering from the common phenomena that is a variant of the inner platform effect - when developing with Qt Creator, you tend to end up wanting your application to look like Qt Creator, since it is so damn sexy, hence the tool bar design. This application will be Windows only since I'm using Direct3D for the rendering (no, I don't want cross platform and don't want to use OpenGL but thank you anyway) but Qt makes the development cycle far faster and more flexible. I use it all day at work for our software, which is progressing very well incidentally, and am fully converted.

I'm in the process at work of writing bindings for QScript, based on EMCAScript, to be able to script a lot of the work our software does via scripts stored in our database. With this in mind, I'm going to skip the whole horrendous DLL plugin approach I was starting to use with the Win32 version of Opus and provide all the plugin support via Javascript.

I've noted, by the way, that the amazing intellisense of Qt Creator seems very less amazing when using non-Qt code. I guess the reason Creator always seemed to outshine VS in this respect is because it is more domain-specific. Oh well, it still rocks.

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