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      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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tom_mai78101

Start cringing: Some guy might be getting his worst day cut out for him.

9 posts in this topic

it can be common for a large project to generate such a large number of errors if someone forgets even a semi-colon, or to close a bracket, which is most likely the case. Edited by slicer4ever
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My general rule of thumb is to ignore every error but the first one (or maybe the first couple, if a quick scan suggests they might stem from different causes). Errors in compilation tend to cascade, just as slicer4ever suggests, so a huge error list isn't exactly accurate information.

The warning list, too, might not be accurate since a warning generated in a header that is included multiple times will generate multiple warnings, and often you can eliminate a huge piece of your warning list just by fixing that one header. Edited by FLeBlanc
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With today's IDE with syntax highlighting and intellisense, I'm surprised that somebody are still making compile-time errors.

My intellisense-sense would start tingling as soon as nothing comes up when I expected it to come up.
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It's most likely just missing references. It always looks a little scary when you build with a missing reference. Those errors add up very fast.
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[quote name='alnite' timestamp='1347492405' post='4979510']
With today's IDE with syntax highlighting and intellisense, I'm surprised that somebody are still making compile-time errors.

My intellisense-sense would start tingling as soon as nothing comes up when I expected it to come up.
[/quote]
On a handful of projects I've been on I've turned off intellisense because it can be a real resource hog on some larger projects with atypical build processes.
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[quote name='tstrimple' timestamp='1347492514' post='4979511']
It's most likely just missing references. It always looks a little scary when you build with a missing reference. Those errors add up very fast.
[/quote]

Ugh, aye, I hate it with C++ and headers when you make an error, and it gets reproted like 50 times because the file is included 50 times. Really VS? Can't you figure out it and group them already???

(that's on VS2008, mebbe 2010 already fixed that)
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My Ogre build on the Mac gives 5-15k warnings in Xcode, all about visibility being changed or something. Not sure why and I don't really get XCode enough to care as long as the Mac port of my code runs. Ugh, Xcode's just foul after VC++.
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[quote name='alnite' timestamp='1347492405' post='4979510']
With today's IDE with syntax highlighting and intellisense, I'm surprised that somebody are still making compile-time errors.

My intellisense-sense would start tingling as soon as nothing comes up when I expected it to come up.
[/quote]

Yeah, because intellisense (especially pre-2010) is known to work all the time and not delay itself for several minutes on non-trivial projects.
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