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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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moderately optimizing a JPEG encoder...

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Basically, this is a moderately micro-optimized JPEG encoder.
This version skips out on a few things to try to make encoding a little faster (for example, it uses fixed Huffman tables, ...), and is intended mostly for things like video-capture (where speed is slightly more important than compression or quality).

It hasn't really been well tested yet (say, with a variety of images at different resolutions), but basic tests seem to show it "still working".

Note that this version isn't thread-safe.

code here:

in my current tests though, it is currently pulling off around 50 Mpx/s encoding on my computer (basically, re-encoding a 512x512 frame at around 200 frames/second, or approx: a 360p image at around 290 frames/second, or 720p at 54 frames/second).

I may still see if it can be made much faster, and maybe look into making a thread-safe version (say, so that interleaved multi-threaded encoding can be used).

the reason for this is mostly so that hopefully in-engine video encoding can be made a little faster.

I have since discovered/fixed a few minor issues, as well as modified it to be thread-safe, but haven't put it on pastebin yet.
I have noted that exact performance depends somewhat on the image being compressed.

modified code:

this version adds the capability of being used from multiple threads, and a slight bit more work trying to fine-tune it, before I mostly got distracted and was working on other stuff...

as for in-engine recording: it also seems to be working well enough at 18fps (a little faster than before). I tried 24fps recording, and while this worked, it ate up a bit more HDD space than I was happy with (though dropping the image quality could be an option here). 18fps was chosen as the average of 12 and 24.

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