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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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Wow Long Time

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blewisjr

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Holy crap has it been a long time since I posted here. I have been so tied up with school and work that I kind of just fell of the face of the earth
being totally swamped with no real time to do much of anything.

I just recently due to school got back into doing some programming. Partially because of the nature of the class and me being as lazy as I could possibly be just not wanting to go through all the repeditive steps.

Right now I am taking a statistics class and calculating all of the probability stuff can get very very long and repedative to find out the various different answers. For instance when finding the binomial probability of a range of numbers in a set you might have to calculated 12 different binomial probabilities and then add them together so you can then caluculate the complement of that probability to find the other side of the range of numbers. It is just way too repedative in my liking.

The advantage of this is it really re-kindled my love of the Python language. I just wish the language was a bit more useful for game development sadly. The performance hits are just way too high when you progress onto 3D.

After I finished my homework I decided to do a comparison of the Python and C++ code required for calculating the binomial probability of a number in a set. This is the overall gist of the post because it is really amazing to see the difference in the code of two examples of the same program and it is simple enough to really demonstrate both in a reasonable amount of time. The interesting thing here is from a outside perspective runing both they appear to be run instantaniously with no performance difference at all. So here is the code btw it is indeed a night and day difference in readability and understandability.

Python (2.7.3)

def factorial(n):
if n < 1:
n = 1
return 1 if n == 1 else n * factorial(n - 1)

def computeBinomialProb(n, p, x):
nCx = (factorial(n) / (factorial(n-x) * factorial(x)))
px = p ** x
q = float(1-p)
qnMinx = q ** (n-x)
return nCx * px * qnMinx

if __name__ == '__main__':
n = float(raw_input("Value of n?:"))
p = float(raw_input("Value of p?:"))
x = float(raw_input("Value of x?:"))
print "result = ", computeBinomialProb(n, p, x)


C++

#include
#include
int factorial(int n)
{
if (n < 1)
n = 1;
return (n == 1 ? 1 : n * factorial(n - 1));
}

float computeBinomialProb(float n, float p, float x)
{
float nCx = (factorial(n) / (factorial(n - x) * factorial(x)));
float px = pow(p, x);
float q = (1 - p);
float qnMinx = pow(q, (n - x));
return nCx * px * qnMinx;
}

int main()
{
float n = 0.0;
float p = 0.0;
float x = 0.0;
float result = 0.0;
std::cout << "Please enter value of n: ";
std::cin >> n;
std::cout << "Please enter value of p: ";
std::cin >> p;
std::cout << "Please enter value of x: ";
std::cin >> x;
result = computeBinomialProb(float(n), float(p), float(x));
std::cout << "result = " << result << "\n\n";
return 0;
}


Sorry for no syntax highlighting I forget how to do this.
The bigest thing you can notice is that in Python you don't need all the type information which allows for really easy and quick variable declarations which actually slims the code down quite a bit. Another thing to notice is you can prompt and gather information in one go with the Python where in C++ you need to use two different streams to do so. I think the Python is much more readible but the C++ is quite crisp as well.

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Nice comparison. Two comments:
A) C++11 added 'auto', so you don't need to write what type of variable a new variable is. You do still need to type 'auto' though.
B) The whole 'raw_input' vs C++ streams... 'raw_input' could just be a wrapper function around the streams (and once written, could be a permanent part of your own code base) so it isn't a pro or con of either language.

The difference would be:
[code]//Python:
n = float(raw_input("Value of n?:"))
//C++
float n = raw_input<float>("Value of n?:");
//'C' language style:
float n = raw_input_float("Value of n?:");[/code]

Python definitely has a place in game development - mostly in the higher level logic, while C++ or C would do the heavy lifting of your engine.

I scarcely know Python, but I recognize it's use and have it in my plans to learn in a few years from now. The right tool for the right job - I currently use C++ for everything, despite C++ only being the right tool for about half my code.
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I agree Python does have a place just not in the core of the engine. Right now I am not sure the direction I am going to go. My end goal is learning low level 3D development just need to choose between OpenGL and Direct3D. Probably will go the OpenGL route not positive. I want to build a very basic render engine and will probably wrap Python on top of it for the logic. I have a vision for my next game it is just getting to that point. The other alternative I have is running with the UDK but my real interest is really the low level rendering process compared to the final product of the game. It is just in my nature to prefer the boring work over the actual fun stuff. I love the internal workings of a game/render system. I enjoy the process of knowing how any why things are done the way they are.
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