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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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BreakBeat

Best 2DLevel Format for Collisions

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Hi,

 

I recently started using SDL and have run into a question of how to format a 2D level's collidable surfaces:

 

1) Use an image consisting of two colors; one representing walkable space, and the other filled space. I'd constantly get the color of the pixel the character(and other entities) are standing on and detect a collision if it changes color.

 

2) I use an array of rectangles(with points, widths, etc) and check every single entity against every single rectangle for a collision.

 

I'm wondering which of these methods is most efficient for the CPU and RAM. My guess is that 1) is best for CPU and 2) is best for RAM but would like elaboration. I like the idea of 1) just because I could draw up a level in PS really quick and immediately have it good to go (assuming my code is robust enough).

 

Thanks!

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AABB collision detection is very popular. Pixel-perfect detection is also quite popular but is typically drastically slower than AABB detection.

 

With 2, you can use a quadtree or similar structures to avoid the O(n2) comparison of every object against each other.

 

1 may end up holding you back when you want to have different art/colors, but I can see some advantages (such as easy pixel-perfect destructible terrain like Worms)

 

It mostly depends on the game(s) you are planning to make; you probably shouldn't decide on one catch-all method.

Edited by makuto
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A quick search of "quadtree" gave nice results and put to rest most of my fears regarding AABB detection.

 

Thanks again.

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