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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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nicksaiz65

Making a fast, efficient main game loop for a 2D platformer?

5 posts in this topic

I have recently finished a level editor that I plan to use to create levels for a 2D platformer that I am working on. Now, I am working on a program that will actually play the levels and let the user play them. However, I intend to sell this game, so it will need to be fast, and run the same speed on all computers. For it to do this, the main game loop will need to be structured well. I understand I will need to use timers, especially for rendering the game, but what would be the best way to go about this? Also, does it matter what order I do the tasks in? For example, should I take their input before I draw them? When should I test if they are on solid ground? Also, I am programming in Blitz Plus, so pseudocode would be appreciated if possible. Thanks.
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[quote name='jbadams' timestamp='1352087741' post='4997427']
Try reading through "[url="http://gafferongames.com/game-physics/fix-your-timestep/"]fix your timestep[/url]" and "[url="http://www.koonsolo.com/news/dewitters-gameloop/"]deWiTTERS game loop[/url]". [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
[/quote]

Classic articles, especially the Gaffer one.

After reading deWitter, I am wondering: Is it really fair to say that the "constant game speed" solutions help with input response time on slower machines? The article certainly seems to suggest that, stating it as a flaw of the other approaches. Furthermore, this idea is reinforced by the notion that your game logic will be independent from your rendering. However, what you are really doing is giving your physics simulation time to catch up if the rendering is running slow. The catching up is done in a rapid sequence of fixed-length incremental steps. If I am not mistaken, the main purpose of this is to make sure that your simulation is well behaved. However, this should not really affect input response time, right? In a sense, the simulation is running in virtual time, whereas user input happens in real time.

Either way, it is a good article on an interesting topic. The intent of my post is to verify that my understanding is correct and to help others that may be confused. Edited by kloffy
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this is where it confuses me. at a certain point, the articles lose me on exactly what model I should be using on certain scenarios. from what I gather, though, it's almost always better to just use a fixed frame rate (ie 30 - 60)?
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Fixed frame rate or fixed logical-update rate?
They are not the same thing. The frame rate should be whatever it can be. Logical updates should be fixed (usually to around 30 times per second).


L. Spiro
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