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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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Paul C Skertich

Am I over killing again with creating Engine SDK?

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Previously on my engine I used a C++ DLL that would be going to C# Class File to C# Program for editor. What I've noticed is there would be lots and lots of code to search though functions that were not even used and drove me literally batty. So, I came up with the notion - if I create a SDK library or DLL that It would be easier for my mind.


So the Engine SDK is a library for now but has a lot more flexibility like the Graphics Device has interface functions - everything has it's own header file and source code and looks neat organized and tidy! Bringing the SDK to a C++ DLL is a peace of cake before it has to go to the C# Class LIbrary for the functions to be imported with:

[DLLImport("SICGAMESFACE.DLL", CallingConvention = CallingConvention.cdcel")]
public static extern void myPointer();

It works but I'm wondering perhaps, from possibly people that gone this route or done this route before have to say about this? And or is there possibly a more effectient way to create a professional SDK or API? I'm working on my professional coding - cross the T and dots the I's persay. Making the coding a lot more less confusing and more human readable even for my sake too. And no I don't have a DLL called SICGAMESFACE.DLL just to point that out there. lol!


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