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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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Rain Dog

I am really impressed.

4 posts in this topic

I started fooling around with some some scripts today, to determine for myself the speed at which they execute, and i have to say, i am REALLY impressed with the WIP4. This is the script i used and it executes in about 2 seconds. It results in 5 MILLION fact! calls and a total of 6 million function calls.. I think AS is really really fast now.
int sum1(int a, int b)
{
	return a+b;
}

int fact(int n)
{
	if(n>1)
		return n * fact(n-1);
	else
		return 1;
}

void main()
{

	for (int i = 0; i < 1000000; i++)
	{
		int sum = 0;
		sum +=sum1(sum,i);
		fact(5);
	}
	msgstr = "hello1";
}


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Thanks :D

WIP5 is even faster. I optimized the C++ VM so that it is even faster than the ASM VM. The ASM VM can be optimized even more, but that hasn't been done yet.

Lioric, who wrote the first ASM VM, is also developing a JIT compiler, which should have a performance much closer to pure C++.
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its good to see that :)

In the next weeks, i will take a look again to the VM and do some optimizations that i didnt include because i wanted the asm VM to be tested before that

And some big plans for AS2 ......

Lioric

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Is that piece of code 'actually' compiled?

I mean, in most program i've created using the Visual C++ Toolkit 2003 free compiler with the /O2 optimization flag, when i do something like that(call funtions whose results aren't stored or displayed) the compiler just doesn't include the funtion calls.

Have you tried creating a big array to store the results of fact(), and the results of sum(), and displaying the results afterwards?
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