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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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pressgreen

Win32 vs x64 ?

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So I was setting up a new project in visual studio 2010 and I notice there is this option to develope either Win32 or x64 apps. I was wondering like what is the pros and cons of these two and like whats the difference I guess. I mean I would assume that x64 is better but I think that might just be my naivete of the subject getting the best of me.

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I guess my next question on the topic would be, If I am writing a game to be run on a high end Nvidia graphic card set up, would I want to write that in x64. I mean if i am assuming the consumer has a rig to run it then they would probably have 64 bit OS right?

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Except for people aiming for a very high-tech games engine like let's say CryEngine/Unreal, you probably will never reach the memory limit and the small performance boost advantage is not worth the compatibility/portability issues you will encounter. Almost all games even nowadays are built in 32bits only, and some rare offers both the 32bits and the 64bits executable file, but I don't think I ever saw any game offering only a 64bits version. In any case, you can always switch it anytime to see how it's different during your development.

 

As an exercise, just look on your own computer what's installed in the "Program Files (x86)" (32bits) folder versus the "Program Files" folder (64bits). Most of what is installed in the 64bits version are Microsoft programs, drivers and some high-end applications like Autodesk's ones.

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a few years back, I was building most of my stuff for x64: "yay, finally free from the address space limits".

then I was like "but, it doesn't work on my 2003-era laptop running Windows XP...".

 

I then returned to doing 32-bit builds.

 

a few times I have considered returning to doing 64-bit builds, namely to be free again of these memory-usage limits, but generally have been finding ways to put it off (tricks to shave off memory use, ...).

 

 

granted, the usage of 32-bit OS's is fading, so it probably wont be an issue for too much longer.

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Perhaps not so relevant for personal projects but compiling for 64-bit usually makes your software harder to crack due to less tools being readily avaliable which support 64-bit extensions (OllyDbg for one) laugh.png

Edited by Karsten_
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I use both for all my projects.  Its very easy and requires almost no extra work.  That said according to the latest steam survey more than 70% of windows systems are 64-bit. Edited by Ryan_001
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