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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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AnotherFalseProphet

Timesteps, tick rates, and their logic

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I'm trying to grasp the concept of timesteps and tick rates. I've read a couple articles but they talk about things like Runge Kutta integration and I honestly have no idea what to make of that.

 

Are there any examples with plain ole' C and SDL?

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Have you read this article titled "Fixed your timestep!"? It uses c++ for examples, but most of it can translate to c pretty easily.
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I have. But, for a beginner, it's not easy to follow.

I'm fairly good with C, and I can understand the source that the article provides, but I don't understand its practical use or logic.

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Runge kutta and euler are methods to approximate of the change in a function over a given time span, and they use different forms of approximation. Euler is very straight forward and just calculates the change over the time span you are interested in and aplies this to the previously calculated values. As you can see this will verge away from the actual value fairly quickly. Runge Kutta is a method of doing this that increases the accuracy of this approximation. The bigger the time span the bigger the values you calculate and thus the bigger the steps you are making in your simulation, which leads to bigger errors. This is why you simulate with a small timestep say 0.01 seconds and then run your simulation for however long it took to update from the last frame. This way the errors in your simulation are a known and you can take these into account when doing collision response or what ever you were trying to approximate. Also it gives you a fixed sample rate on the function instead of a variable one which is what you get if you just pass in the actual elapsed time since the last simulation.

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