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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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Nicholas Kong

Can someone give me examples of overhead and bottleneck?

2 posts in this topic

To me, bottleneck seems to be a limitation of a system or environment that disallows a normal process from happening.


To me, overhead is a cost associated with the function or method of the program that has a lot of time complexity not sure if it uses space complexity too.


Not sure if my statements are correct. Examples from you all would clear a lot of things up.


But I managed to read the definitions from Wikipedia to get some ideas. But it still feels vague or uncertain to me because I am not sure how credible the below sources are.








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A bottleneck is the part of your code or machine which most limits the performance of your code. You want to identify bottleneck in a program so that you focus optimizing them for performance, and don't waste time optimizing code that's not critical. Sometimes you can't do anything about the bottleneck, sometimes you can.

Commonly, a particular system resource is a bottle neck, such as network speed for communication application, RAM latency for Databases (or Drive speed for really big databases), the Drive for File mutating applications, or a particular CPU cache's speed for moderate size data crunching.

You can also think of a particular operation of a program as being a bottleneck if a lot more time is spend doing it than other operations, particularly if that part does not compete heavily with other part of the code. For instance, a chess program probably has AI as a bottleneck and graphics and sound are not performance critical.


Nypyren defined overhead pretty well. Anytime the program needs to do more than you want, that's overhead. Overhead can be unavoidable sometimes. Other times it might be insignificant and not worth bothering trying to remove it. Overhead is most often thought of in terms of time, because you optimize for performance, but memory overhead can be relevant too.

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