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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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Glass_Knife

CPU Load Utility

2 posts in this topic

I've come across a testing situation where a slow computer should be simulated.
I know that I could do this with a VM, but I'm lazy, and I don't want to have to
install and configure an entire development environment on a VM if there is a tool that
would let me slow down the CPU and chew up RAM to simulate a slower computer.

I've Googled for apps, but some of them look a little skeevy, and since I'm at work,
I'd prefer to use a recommended one.

Any suggestions for this kind of thing?

Thanks,
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What about running [url="http://www.xtremesystems.org/forums/showthread.php?201670-LinX-A-simple-Linpack-interface"]LinX[/url] using all your computer cores and memory, that should do it. Note it'll heat up your processor - obviously - so if you have a bad cooling system, make sure it doesn't overheat.
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Your best option is to test with real hardware, I'd recommend looking round for hardware with the right performance that you can borrow for testing. You don't need to install a full development environment on it - build on your normal PC and copy the exe + data over to the test PC (or share them on the network so no copying is required). You might want to install a profiler on the slow PC, although profiling results should be comparable with the fast PC for most programs (i.e. it'll run slower, but the same bits of code will usually be slowest on both).

Trying to simulate a slow PC on a fast one is not going to give results that are accurate, and will make profiling awkward. The only thing I'd consider doing to simulate a slow PC is locking your program's affinity to a limited number of CPU cores with task manager.
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