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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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alexisgreene

Antivirus false positive

2 posts in this topic

I am making a 64-bit game engine. I use http://code.google.com/p/chromiumembedded/, which is 32-bit, to render my user interfaces. In order to make this work I had to wrap CEF in a separate 32-bit process that runs in the background while the 64-bit engine process is running. The two processes communicate with each other using named shared memory.

 

Today, a friend of mine agreed to help me test out gameplay in a multiplayer scenario. I made a release build (first time trying engine out in non-debug) for this test and ran it to make sure everything was okay before uploading it for him to download. When I ran it my anti-virus protection was triggered. It was complaining about the 32-bit user interface process. Obviously, this is unacceptable.

 

The only thing I do that could possibly trigger anti-virus (at least I think) is access named shared memory. The rest of the code simply starts CEF, stops CEF, read input commands from shared memory, and writes a rendered image to shared memory.

 

Has anyone else run into this problem? Is there a way to prevent anti-virus from false flagging my program?

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It's sad, but the only thing worse than viruses, are antivirus programs.

 

If your program is Windows only, an option would be to create a COM interface for your programs to communicate through instead. It will probably be slower, though.

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Is there a way to prevent anti-virus from false flagging my program?

Yes. Whitelist the program in your antivirus, report it as a false positive to the antivirus developers and be on your way. Unless you really want to hack your way around this particular antivirus (and run the risk of being flagged by another one).

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