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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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Kaptein

C++ trenches, hpp prototype

4 posts in this topic

Converting from FreeBasic (gcc) to c++11 (g++) has gone well, even though c++ feels like a step down

There's just so many annoying things, like the increasingly annoying switch case restrictions, string building, you name it, and god forgive me, old Ansi-C skeletons like || && and yes ^, which is the exponent symbol.

 

But, now that I've calmed down, let's just say c++ has many nice things too.. for what it's worth

 

Unfortunately I've gotten myself stuck abit:

 

In my .hpp file:
..
class Bitmap;
struct voxelmodel_t;
typedef unsigned short block_t;
..
This means, I'm saying there is a class Bitmap, there is a struct blablah etc
 
Why on earth can't i say: class engine::Bitmap?
 
The actual problem though:
instantiating Bitmap inside the .cpp now causes the compiler to become confuzzled, since after all,
there's now two Bitmap's, one ::Bitmap, and another engine::Bitmap
 
So, if i wrote engine::Bitmap there, it will easily refuse me to continue programming, since the two are after all, different!
 
What do you guys usually do about this?
 
thanks smile.png
only 21k LOC left to convert!
Edited by Kaptein
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Thanks, i had hoped shortcutting would work, if only for beauty :)

 

And no, not that kind 21k ;) its C-like code that im.. OO-ing so to speak

 

Thanks again

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As a tip though curly braces start on a new line like this:

namespace fubar
{
}

And before this sparks a debate I know this is personal preference but by doing it this way all your opening and closing curly braces should be at the same indentation level in the code. This makes it easier to parse where a block starts end ends for your brain, as you only have to glance at the code to find it.

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This makes it easier to parse where a block starts end ends for your brain, as you only have to glance at the code to find it.

I prefer opening braces on the same line. I instantly find where a block begins and ends by looking at it, and it feels natural for me. It all comes down to what makes the developer comfortable (or what makes their employer comfortable).
 

Likewise, I'm not trying to start a debate, but saying that something strictly opinionated is the right way to go is misleading, especially to someone who is relatively new to the language (especially if they come from one where indentation actually matters in the parsing of code).

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