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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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HardlineDigital

Visual Studio 2012 versions

4 posts in this topic

I was previously using visual studio 2010 ultimate for C++ but after a disk crash, (since I am re-installing everything anyways) I am thinking about moving to VS 2012. I'm not sure how good the new express versions are but I have heard good things and may skip buying VS altogether. I'm wondering if the Directx libraries are running okay in 2012?

 

 

If you are working with Visual Studio 2012 and DirectX please post your experience and opinion. Everything is going so fast it is hard to keep up and although I found some opinions on stack overflow, I haven't really heard from people using the new Windows SDK with Directx libraries included. Is everything running smooth? Are you using express, pro, or ultimate? What are the pros and cons of VS 2012 versus 2010 in your opinion?

Edited by HardlineDigital
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I haven't had any issues at work with DirectX and VS2012 - everything seems to work well.

 

For me the biggest day-to-day difference between 2010 and 2012 is the speed at which intellisense works; VS2012 is so much faster when working with large projects.

 

VS2012 also has better support for C++11 (as far as I'm aware).

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Or, install both! They run just fine side-by-side.

 

The biggest change that you need to know going in about the express versions, is that 2012 is the first time that they are organized around particular plattorms, rather than particular languages -- you used to get Visual C++ Express, Visual C# Express, etc. -- now, you get Visual Studio Express for Windows Desktop, Visual Studio Express for Windows 8 (store apps), Visual Studio Express for Windows Phone, etc. You get all the languages you could want for each platform, and you can install multiple platform-specific SKUs side-by-side just fine (they'll even share common components, so you aren't wasting disk space).

 

VS2012 has a lot to offer over VS2010, even in its Express forms.

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I may be misremembering, but I think the graphics debugger (PIX replacement) is missing from the Express edition.

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That's right Dave. The VS2012 express SKUs don't include the graphics diagnostics tools, but then again VS2010 didn't have them at all. If someone really wants them today, they have to buy a non-Express version of VS2012.

 

Express does give up some features -- mostly ones which are only of regular use to enterprise developers or large teams of commercial developers.

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