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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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Sock5

What's the funniest thing you've read on a programming forum?

20 posts in this topic

Read this entire post. It is a poll of sorts on Stack Overflow about funny comments in source files. LINK Then your eyes' blood vessels can be symmetrical.

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I cant find the thread, but it is on here, the op who is a troll (or an idiot) wants to great a game in HTML ONLY but refuses to take any advice, saying it must be HTML ONLY due to speed etc. I did a brief search but couldn't find, but judging by the amount of responses, I would say someone knows what I am on about and has it marked.

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Original File:   100mb
CAR File:        100mb
ZIPped Original: 99mb
ZIPped CAR:      3 bytes

 

A 3-byte file only has enough entropy to encode 2553 different combinations. Even if we assume that every one of those combinations decompresses to a 100MB file, those three bytes can only represent a very tiny percentage of all possible 100MB files. How tiny? My calculator can represent numbers up to 1e999, and it overflowed when calculating the number of possible 100MB files in existence. Since my calculator won't cut it, I started a calculation in GNU bc, which is an arbitrary-precision calculator. It's been running for about 5 minutes now, and it still hasn't given me the answer. This result would be a very special case of the algorithm.

 

On top of that, I'm pretty sure that the header for a ZIP file alone is well more than 3 bytes.

 

Edit:

 

After over 45 minutes, I just killed the job. Calculating it in a more sane manner, it's about 10^(-2,523,430), which is reeeealy tiny.

Edited by BLM768
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That's okay, in Steins;Gate they compress a person's entire conciousness (2.5 petabytes, according to the lore) down to something like 50 bytes by using black holes generated by the large hadron collider.

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Original File:   100mb
CAR File:        100mb
ZIPped Original: 99mb
ZIPped CAR:      3 bytes

 

A 3-byte file only has enough entropy to encode 2553 different combinations. Even if we assume that every one of those combinations decompresses to a 100MB file, those three bytes can only represent a very tiny percentage of all possible 100MB files. How tiny? My calculator can represent numbers up to 1e999, and it overflowed when calculating the number of possible 100MB files in existence. Since my calculator won't cut it, I started a calculation in GNU bc, which is an arbitrary-precision calculator. It's been running for about 5 minutes now, and it still hasn't given me the answer. This result would be a very special case of the algorithm.

 

On top of that, I'm pretty sure that the header for a ZIP file alone is well more than 3 bytes.

 

Edit:

 

After over 45 minutes, I just killed the job. Calculating it in a more sane manner, it's about 10^(-2,523,430), which is reeeealy tiny.

 

Or you could, you know, just use logarithms.

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From this forum:
 
MP3-Beating Compression

 
This one is amazing. So many people actually believing in OP.
Back then I did implement something based on the ramblings of the OP with regards to his technique - ironically the data the program ultimately produced had the opposite effect, it caused zip compression to fail to reduce the size on any file which it was run on including small text files and mp3 files.
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From this forum:
 
MP3-Beating Compression

 
This one is amazing. So many people actually believing in OP.


Back then I did implement something based on the ramblings of the OP with regards to his technique - ironically the data the program ultimately produced had the opposite effect, it caused zip compression to fail to reduce the size on any file which it was run on including small text files and mp3 files.


 
Same here, well, I wasn't around Gamedev at the time (hell I wasn't even in my teens back then) but a few years ago I figured out a groundbreaking compression algorithm. I was really excited but a few hours later I eventually discovered my algorithm wasn't reversible. My hopes were swiftly crushed. Then I read up on compression and laughed at myself in shame. So this thread does hit a bit close to home, but at least I didn't make a fool of myself in front of the world ;)
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