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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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KaiserJohan

Opinions on Boost filesystem?

6 posts in this topic

Hello,
I'm looking into making a resource manager or the likes and I was looking for a library to provide a virtual filesystem. Naturally Boost is the first place I look and I found the 'filesystem' library.

I am simply interested in hearing of what other users have experienced with this library and/or know of other similiar libraries to look into, maybe even a fully-fledged resource-manager library.

Thanks

EDIT: C++ Edited by KaiserJohan
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That depends on what you want from a virtual filesystem. If, for example, you want the ability to treat the contents of a zip file like a regular directory, then boost::filesystem won't be much help, but you might consider PhysFS instead. On the other hand, if the only thing you want is to separate out platform specific directory browsing functions then boost::filesystem works just fine.
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The PAK format was used since the days of Quake, is there any benefits to roll your own or using another resource format?
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Unless you have extremely unusual requirements, there isn't much reason to roll your own package format right now. There are a sufficient number floating around that it wouldn't be too hard to find a format that suits your needs that would already have reader and writer code already programmed, debugged and available. I generally just use renamed zip files since tools and code that work with them are ubiquitous.
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[quote name='KaiserJohan' timestamp='1355413224' post='5010248']
The PAK format was used since the days of Quake, is there any benefits to roll your own or using another resource format?
[/quote]
PAK has some strict limitations on filenames I believe, since it was made for back when you could get away with short filenames (I think the limit was 56 characters per file). Also they have a dated limit on filesize (if I recall correctly PAK files can't be larger than 4GB total), and don't support compression.

But yeah, there isn't much point on making your own format when you could just use ZIP or 7Z and maybe change the extension. Edited by Sik_the_hedgehog
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