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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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Dreadbolt

javascript vs c#/XAML vs c++/DX Windows 8 game development

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So I've been researching how to implement an isometric tilemap but specifically, I've found little information on the limits of each programming tree you can take with windows 8 development.

 

I have written a game in javascript/HTML before and noticed performance issues with many objects on the screen being updated each frame, but I have little experience in c++/DX or c#/XAML, although I have some experience in java and c which would help with the learning curve.

 

My question is this: If I wanted to make a basic diablo styled isometric 2d game, would javascript be powerful enough to draw ~100 tiles each frame plus any ingame objects at 60FPS? I'm also wondering the same for c#/XAML. I assume it's safe to assume that c++/DX would handle it easily as long as there are no sloppy algorithms.

 

Cheers everyone.

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It depends on what hardware you're targeting, but when programmed right javascript is totally capable of doing this.

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Soon (Win 8.1, IE11) you can also use WebGL in your JS/HTML-Apps, so it should be no problem at all.

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I second JavaScript - while I still have no love for it. In the future, consumers are not going to install anything on their portables, we're better move to browser whatever we can.

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Well in the future I suspect the c++ -> Javascript and such toolchains would be even better. With asm.js I think they even got within about 50% of the original c++ performance on something, and certainly seems to have a lot more pace than dealing with normal Javascript right now, since it bans all the hard to optimise bits (that apparently, since I think only C++ exceptions cause a bit of a problem, are not strictly needed to be fully functional, but you would not want to hand write that subset).

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