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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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TorbenC

Managing Decoupling Series - Questions on Part 1

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Hello, I have recently begun re-reading the Managing Decoupling series on Gamedev and after finishing part 1, I found myself stuck with a couple of questions.

 

1) The author mentioned that things such as RTTI/reflection systems, serialization systems and more importantly reference counting systems, are bad because they force upon the code a "global system" that all systems must abide by. This makes perfect sense, however later in the article the author mentions his use of IDs to refer to external objects.

 

This is great, however does this not apply the same "global system" that reference counting would? I imagine that all systems that contain resources would need to allow access, the only difference I see is that reference counting isn't done and it gives systems the ability to completely control all resources they govern. This is great, but how can the author support the argument that this does not offer a "global system" of sorts?

 

All systems that contain resources support some way to access them (in the use cases he is citing imo) and considering the programmer doesn't use the same type for each one, how would reference counting apply any more of a "global system" to these systems than this ID without ref counting method?

 

I just don't see the difference between the two other than one gives the system complete control over the resources it governs (big benefit).

 

2) I understand the benefit that this ID system allows the systems to govern their resources without hassle of reference counting and having to worry about references accessing the wrong resources upon moving... however.

 

Reference counting has a massive benefit in that it allows constant access speed and minimal memory consumption as far as I'm aware. But with this, you would pass an ID which would allow the constant access speed, but then you have to use the unique identifier to make sure the system didn't screw with the index you entered and change the resource. At which point if it has, you must find the new index or reload the resource, otherwise you get the resource.

 

But with reference counting, sure there is less control over the system itself, (considering the indexes aren't an array of pointers) but you don't have to worry about taking extra time to worry about the unique ID comparison and possibly having to search all for the new index, etc.

 

Can someone explain the advantages of this ID system over the ID + reference counting system?

 

 

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I hope I explained this all properly, if I didn't please let me know so I can re-tool this post. Thank you in advance.

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