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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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zjr568

Java or learn c++

28 posts in this topic

I'd say learn to make a game in Java first so you get the hang of programming, and then consider switching. C++ is not a beginner friendly language to learn. It's like someone tried to make an octopus by nailing 4 legs onto a greyhound ;)

Or...

cat.png

http://yosefk.com/c++fqa/

 

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"This is another one reason as to why we don't see any AAA-titles on Java"

 

Minecraft is written in Java, Minecraft is not a "AAA" title. But I suspect that doesn't bother the now-multimillionaire author.

 

 

Java is plenty fast enough to write all sorts of games. Someone who's been playing with languages for a couple of months isn't writing a AAA title anyway. They're writing Tetris. And Java is a good choice to learn to write Tetris in.

 

I miss the days of Basic. When you could just turn the machine on and Basic was waiting for you. Didn't have all this crap about what languages and frameworks to use, everyone just used the Basic on their machine and moved onto using bits of machine-code when they were ready. And so people learned how to write game-loops and how to manage state and how to do collision detection and how to make a game actually fun without having a long debate on the internet about what tool to use because there was only one to hand.

 

I'm aware of Minecraft existance, hence I wrote AAA-titles. The rest is just irrelevant - beginner can write tetris with C++ just as fine. I'm really curious why Java-lovers like to bash C++, which is extensively used languages by many people, especially in game development. Is it because there is no AAA written with Java?

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Its because Java is like on that picture above, but with an arbitrary number of the legs the Java makers didnt like cut off and a wheelchair added, they know the similarity but have to pretend there was none to set themselves apart from it.tongue.png

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Yes, things like DirectX make C++ stand out of the crowd.

 

The same argument could be held to Java for Android and LWJGL....but from the standpoint of a beginner, none of these features would even matter, and Java would actually prove better because of its included graphics library(which isn't any good for performance but at least it's easy to use).

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