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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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I recently had a course about networks and a concept was mentioned but not explained so I've tried to find out more about it but the internet seems so void of information about it.

An old exam had the question what differences and advantages of short-circuit relays vs two-way relays in game networking. And on one power point slide during the course I also saw the mentioning of short-circuit relays and something about they being faster. Considering the subject I guess it has to do with massages but where? Is it during routing, is it something I control when building a server/client or peer solution? etc...

I'm itching with curiosity so if anyone knows what it is I'd love to found out. :)

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Terminology is somewhat uncommon and seems to come from [url="http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/net-aspects.pdf"]this article[/url].

Two-way means that all data is sent to remote server without understanding context.
Short-circuit means that some data may be sent to either some local server or directly to other peers, such as those on same LAN.

Short-circuit design would be old Skype, where some users could opt to become super nodes and where communication is done either as peer-to-peer or over a super node.

In practice, each authoritative networked node adds considerable complexity, especially in unreliable or untrusted environment. Added complexity of such systems is typically not worth the trade-offs considering strict latency requirements, which cannot be provided by ad-hoc hosts.

Another form of short-circuit evaluation however is regularly done - inside the client itself. Rather than being true dumb terminal (ssh/telnet), client hides latency by optimistically executing actions before receiving confirmation (avatar moves before server confirming valid destination).

This approach solves the reliability and complexity issues by not introducing an independent node, but by running inside same simulation loop, eliminating reliability problems.

In practice, moving parts add exponential complexity to the system. The more different types of servers there are, the more physical boxes there are, the more different architectures there are, the worse things will be to manage and more failure modes will need to be handled. Two parts are mandatory - client and main server. Adding a third proxy or even peer-to-peer makes things considerably more complicated.

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