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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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patishi

Chess program language & design dilemma

2 posts in this topic

Hi all.   as i am thinking of start programming chess engine of my own, and ofcourse it would be very comfortable and friendly to program it in OOP style (JAVA),  and the second posibility it to do it in C  which i just started to learn, but i already have a nice grasp of the basics of the language.     

Now..I know that c is "supposed" to be a little faster than java (some disagree with that) but let's leave that issue aside for the discusion,  what i am really trying to figure out is leaning more toward the design of the program.     should i do it in a primitive way or in object oriented fashion?   (In java i can also make NOT object oriented program,but in that case i might as well use C)
 

I am probably going to use bitBoards for the board representation, but i can do in one single file ,and I  can do it in seperate classes (one for each chess piece)  and wrap each bitBoard with an object.            Another example, i can make a single "generateMoves" function , and i can make seperte generateMoves functions inside each object (e.g every chesspiece will be responsible to generate its own moves)   etc'.    
Of course i will try not to use a lot of dynamic structures like lists and such,and use primitives the most,  but still...I am afraid that using objects like this can slow the program.  

(how it is best to represent pieces in chess?) 

 

I would like to hear your opinion about this, and get some insights.  Thx in advance for any info on the subject

Edited by patishi
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thanx!  I know this one it is great, but i wish that sometimes they would be a little more specific on certain subjects.  but it's a great information never the less 

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