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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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pindrought

Question about OS for server hosting

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Okay so i'm currently making a little game as a fun project. While working on the server/client, i've been using Winsock. I've been wondering if it'd make more sense to rewrite the server in linux so that i'd be able to run it on a linux server. Does anyone know an idea of the real performance difference i'd have between running a server on a linux server vs running it on a windows server for a game?

Edited by pindrought
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I pretty much agree with what frob said. However, one big plus regarding Linux is that getting your hands on a (virtual?) Linux-based server with a public static IP is usually a lot cheaper than the Windows counterpart. Winsock is largely compatible with the Berkeley sockets used in Unix, so that should not be a big issue.

 

If you are not using a lot of Windows-specific code in your server, and you are interested in porting to Linux, I'd say go for it!

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The main consideration is cost. Commercial hosting costs less for Linux instances than for Window instances.

If you're hosting locally on a desktop machine, you can either spring for a Windows Server license and configure it to run headless or else use a desktop license and a good chunk of your resources go to running the GUI, so cost is still a factor. A Linux server instance can be free of cost and headless.

If you're considering running your server in the cloud, your best bet is Linux not only because of the lower cost, but because the vast majority of cloud services run on Linux so it's easier to find help online when you run into problems. Consider that even on Microsoft's Azure cloud service most instances run some kind of Linux.

I'd recommend using Linux for your server, and while you're developing and testing, run the server instance in a virtual machine on your Windows host until you hit a resource constraint.
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a good chunk of your resources go to running the GUI


That's not actually true, unless by "resources" you mean "power to run the GPU."

even on Microsoft's Azure cloud service most instances run some kind of Linux


I think that's a misleading statement. That's like saying that, just because Linux has WINE, most Linux installations run some form of Windows. True, you can run Linux as guests on Azure, but the implementation and management is based on Hyper-V and Windows Server.

There are a large number of systems that use all Windows servers, from original EverQuest to Xbox Live to Stack Overflow. It is totally possible to run a distributed, all-Windows server farm, and if you're much more familiar with Windows than with Linux, and people-time is more precious than server-licenses, then that's clearly a possible route.

Personally, I would never do it; each time I've been involved with using Windows for any kind of server for real, it's ended in frustration and a port to Linux. But it is absolutely doable and possibly the right choice for the right team.
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