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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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Vincent_M

Connecting to MySQL Database

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I've connected my games to databases in the past using HTTP requests to PHP as the middle man using libcurl and the libmysql connector. I wonder though, which would be more secure: libcurl or directly via libmysql? A direct connection means to me, that queries I send could be compromised, and TS better POSTing ambiguous data via HTTP requests a d sending the data back in a tokenized or possibly binary format.

What would be the best?
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Depending on your game, I tend to say no connection to the DB at all is best.  If this is on a web client type game, I would say the PHP middle man solution is the most secure because it allows the server side to validate things without relying on the client to be correct.  If, on the other hand, this is a standalone client in any language I suggest using a service oriented solution (though not directly REST style, you want a maintained session per client), the concept there is fairly simple, go take a look at Apache Thrift and the services generator.  Basically the client has to send well formed "messages" which the service translates into SQL to be used against the DB and then the results can be filtered and sent back to the client.

 

This avoids exposing the internal information about the DB to clients.  It avoids many cases of SQL injection or simply random SQL queries when the client is not supposed to be doing so.  And it allows better hardening of the server since you can add more code to double check at anytime without rolling out new clients.  A nice benefit, no need for any form of DB client interface at all, so slightly easier deployment.

 

Hope this gives you further idea's.

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