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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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ChrisPepper1989

Discussion on Artemis (C++), DOD and CES?

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Hi Everyone,

 

 

Back ground

For a while I have been meaning to use emscripten to make some HTML5 games by first writing everything in C++ and SDL (which then gives me the option of porting the C++ code if I wish). I started hashing out some code and ended up on my usual jaunt through trying to write the *perfect* system (I can't help myself, despite reading "write games not engines"). I love component based systems, on paper, and I set about writing a simple OOP implementation and was getting frustrated so I started reading up on other component designs and started to read a lot about CES and how it is better achieved through DOD...to be perfectly honest the end goal for me is never really to release a game but to broaden my mind, learn something new and play a bit of intellectual ping pong with people smile.png

 

DOD?

So i have been reading various articles on DOD including this book: http://www.dataorienteddesign.com/dodmain/ and in general its really hard shifting my brain out of OOP and getting to grips with something that on the face of it looks quite old school. But the advantages make sense and actually the style of coding looks like it could be quite nice to use for games, if done right. And i don' think it has to be devoid of encapsulation (or at least the main point of), in fact the more I think about it, if i code in a style akin to how i code my shaders then it will be pretty tight. Any thoughts on DOD in general would be appreciated smile.png

 

CES

there are lots of articles around, including on gamedev that talk about CES implementations but I keep coming back to Artemis

 

Artemis

On paper artemis http://gamadu.com/artemis/manual.html sounds ideal, its based on http://t-machine.org/index.php/2007/11/11/entity-systems-are-the-future-of-mmog-development-part-2/ opinion on CES. 

 

But when I poke around the code for the C++ implementation of artemis, i can't decide if its actually good DOD, there are also 3/4 C++ implementations of Artemis. Commet, Gamedev and the one I poked around. Various hints that the C# implementation is better etc. 

Enough waffle, Actual Questions!
 

  • Has anyone used Artemis, got any comments
  • Has anyone chosen not to use Artemis and why?
    • What did you choose instead?
  • Anyone with emscripten experience that can tell me whether this endeavor for good DOD is fruitless because the memory access benefits wont translate into Javascript 
  • Any good resources or things to say about DOD
  • Any defense of *classic game OOP* and the whole "death by a thousand paper cuts" argument

    I hope this post can be a good little discussion, with some nice resources for anyone else that comes stumbling into these topics (I will post some more resources when i find them smile.png
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