• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
P0jahn

This site and [code] tags

7 posts in this topic

Why is the support for posting (programming)code on this site so retarded?
For example, when you paste code into the text area, all the spaces are removed. Have the admins forgot that programming code need spaces in order to keep the readability?

And when you edit your post, why the fuck do all the new line character in code tags disappear?
WHY?

0

Share this post


Link to post
Share on other sites

If you have comments or suggestions, there's a forum for that.

 

And just as an FYI, people respond better if you don't come in to things flipping a bunch of asshole attitude.

0

Share this post


Link to post
Share on other sites
If you have comments or suggestions, there's a forum for that.

 

And just as an FYI, people respond better if you don't come in to things flipping a bunch of asshole attitude.

 

^^This.

 

Also, this problem is known and is being worked on.

0

Share this post


Link to post
Share on other sites

It's because less than a month ago, the entire forum software was updated, and there was a lot of bugs involved in the update. Most have been resolved very quickly, and the rest the staff is actively working on. Part of the reason for the delays is that the forum software is created by a different company that GD.net licenses the software from, and some of the problems are on their end.

0

Share this post


Link to post
Share on other sites

The release that fixes a bunch of these issues from our vendor is going through QA right now.   I'm not sure it's going to solve all the editor woes, but we've sufficiently bitched enough to hopefully get them to make the editor pluggable so we can easily rip it out and place it with something more basic.   Right now it's roots are intertwined with so many aspects of the overall site it's pretty ridiculous.

 

Rest assured though that we are aware of it and are trying to get it resolved asap.   For now I'd recommend hitting the light switch in the top left corner if you are working with code and just work out of bbcode mode.

0

Share this post


Link to post
Share on other sites

Moving to the Comments, Suggestions & Ideas forum.

 

As has been said above, these are known issues, and we're trying to find a fix.

Edited by jbadams
0

Share this post


Link to post
Share on other sites
 
//  A simple and practical way to show the format of the IEEE standard
for binary floating-point numbers (IEEE 754) is to use a union, as shown in the following example:
 
#include <iostream>
#include <basetsd.h>
#include <iomanip>
#include <cstdlib>
using namespace std;
 
union FloatNum //Here the tag name (FloatNum) is redundant.
 {
   float fx;//4 bytes variable
   long  lx;//4 bytes variable
 }fn;
 
union DoubleNum
 {
   double dx;  //8 bytes variable
   LONG64 lx;  //8 bytes variable
 }dn;
 
union LongDoubleNum
 {
   long double dx;  //12 bytes variable
   long  lx[3]; // 3 * 4 bytes variable
 }ldn;
 
int main()
{
    fn.fx = -118.6253433; //variable assignment declaration statement
    //show size of float
    cout << "\nsize of float = " << dec << sizeof(fn.fx) << endl;
    cout << setprecision(10) << fn.fx << " = 0x" << hex << fn.lx << endl;
 
    dn.dx =  112.6255678;  //assign value to a variable
    //show size of double
    cout << "\nsize of double = " << dec << sizeof(dn.dx) << endl;
    cout << dn.dx <<"  = 0x" << hex << dn.lx << endl;
 
    ldn.dx = -12.61256125;  //assign value to a variable
    //show size of long double
    cout << "\nsize of long double = " << dec << sizeof(ldn.dx) << endl;
    cout << setprecision(10) << ldn.dx << " = 0x" << hex << ldn.lx[2] << ldn.lx[1] << ldn.lx[0] << endl;
    return 0;
}

Edited by Michael Tanczos
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0