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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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Waterlimon

Which way to fill grid renderer with right data?

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I have 2 classes, a grid renderer that needs lets say texture data for each tile in a grid to render it, and a class that owns such a grid renderer and needs to provide that data.

Which way is the [absolutely best in all contexts] - way to go about passing the data:
1. Grid renderer creates an empty grid with verticies
*I need to either initialize the vertices to an acceptable state in case data is not provided for each vertex by the filler class, or somehow check that data for all vertices has been provided before sending to GPU
eg.
//in filler class
GridRenderer.TellWhatTileLooksLike(x,y,texture);

2.Grid renderer takes in a lambda which it calls for each vertex/cell/whatever
*All data is guaranteed to be filled, and as such i dont need to initialize them to 0/some other acceptable state, nor do i need to check that all data has been filled.
eg.
//In filler class
GridRenderer<[](x,y){return GetTileTexture(x,y);}> renderer;

3.Unknown way


If the answer is 2, what would be the answer if we DIDNT have lambdas?


Additional question:
How do i tell the filler class what parameters/return value the lambda needs? Is there syntax to specify that in the template thing?
EDIT: Should i use std::function here? EDIT2: yep std::function seems to work. Imagine all of this additional question and these edits have that line over them (what was it called?), indicating you should ignore this last question, as i dont want to use full editor because it eats all the spacing and this non-full editor doesnt have much text formatting features... Edited by Waterlimon
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