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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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lomateron

stop debugging in directx app

3 posts in this topic

I am using visual studio, i have the normal method called render() in the program code were i draw things, sometimes the code is wrong there.
So as an example , the code of the rendrer() makes the program get into an infinite loop and then i have to stop debugging by clicking the blue square(stop debugging) and not by closing the window.
I have the normal method to release the 3Ddevice with all the buffers, layouts, rendertargets...and its only called when you press the close window button. So when i press the stop debugging button does all those things created in the 3D device get released? Edited by lomateron
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but then why do i have to have a method that releases all those things created in the GPU? if the OS will clean them. I though when you press the stop debugging button all resources created in the CPU will be realeased because its a CPU debugger, but the ones created in the GPU will stay and I will get more and more GPU memory full of junk as i debug in visual studio.
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Most people will clean up because it's good practice. If you're making a game, you also want to make sure that you're not leaking memory during the game. So for instance if you load a bunch of textures for level A, and then you want to switch to level B, you want to destroy all of the textures from level A so that you have enough memory for the textures in level B.
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