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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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metsfan

Am I the only one that finds OSG's code disgusting?

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So I've decided that as an exercise to learn more about engine development that I would develop a platform-independent scene graph with the ability to have renderers for multiple rendering systems.  I have heard much praise from OpenSceneGraph, so I decided to have a look at their code for ideas and inspiration.  

 

What I found instead was a sea of bad code.  In particular my gripes were:

 

1) Tons of protected member state.  This opens a HUGE potential for problems later on, and would require massive refactoring if the underlying base classes ever changed.

 

2) Every object extends from a "base object" (similar to Java), and supports only manual reference counting.  I once considered a system like this, and came to realize (with the help of others) it causes nothing but problems in the long run.  Why OSG?

 

3) Exposing getters and setters for properties that have no business being exposed.  Literally every bit of internal state can be modified through a setter, and in some cases it's extremely inappropriate.  The idea of private state is practically nonexistent in OSG.

 

4) I was expecting an abstraction of OpenGL, and found only a thin wrapper.  The idea that OSG could ever support another rendering library is basically impossible at this point.

 

Now this isn't to say I didn't take away anything positive from my dive into their code.  In fact there were several things I liked.   But overall, wow what a disappointment that was.  Is this the feeling most people get when they look at OSG's code, or am I just being too critical?

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OSG started in 1998. That's 15 years of advancement that has occurred in computer science since it began. A lot of what OSG does was "standard procedure" in 1998. You see this kind of problem in lots of aging codebases, not just OSG. Look at the various other open-source rendering libraries and rendering API abstractions. What once was considered correct no longer is in many cases, and programmers as a whole are generally more well-rounded with a wealth of experience to tap via the internet, experience that just didn't exist in 1998.

 

This does make a lot of sense...are there other, more modern projects that you would recommend?

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I agree, OSGs code is a mess. But its the lack of documentation that really makes working with OSG such a pain in the ass...

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