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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.

Narf the Mouse

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  1. [quote name='Muzzy A' timestamp='1351480407' post='4994923'] im using c++ and d3d9. I found out that it was from calling directX functions. so i guess i'm making to many d3d calls in my program. [/quote] Do you send each sprite in their own buffer, or as one buffer for all the sprites?
  2. Welcome to your first dose of politics. The rest of your life will be spent dealing with people; best you learn how.
  3. [quote name='Brother Bob' timestamp='1351434923' post='4994717'] We don't know what you need to do in your constructor either. But I can tell you one thing: you cannot allocate a new menu unconditionally in each menu, because each menu will contain a menu, which will contain a menu, which will contain a menu, which will contain a menu, which will... ad infinitum. Whatever you do, you must have some logic that controls when the chain breaks; that is, which menus [b]don't[/b] contain a submenu. [/quote] This is a form of endless loop. Any loop that does not have a 100% valid, viable and usable exit condition is [i]very bad.[/i]
  4. I'm going to go against the flow and say Python is a terrible language. It's one of the few languages I've run across which is incomprehensible on the fifth read-through. Java is also a terrible language, old and full of legacy bad language ideas, as well as just plain [i]strange[/i] quirks.. C++ has plenty of old legacy bad language ideas and can be very incomprehensible. However, it's an open standard with decades of history and hundreds of libraries. You may not have a clue what you're doing, but you'll have a lot of options to trip over your own feet with a loaded chainsaw. C# has only some legacy bad language ideas, is easy to read and understand, but has solid and strongly defined limitations. Also, you're stuck with either Micro$oft of Borg or GPL of Borg. C is like C++, only there's no classes and your loaded chainsaw has no safety features. Basic is easy to program in and understand, has a lot of safety features, but has no classes and you're quite limited to the language, unless (for a few) you write your own dlls - Usually in C++. Meanwhile, if we ever get a compiler that can just understand English/your native language and can, in fact, "Just make me *an FPS", you'll spend most of your time giving the compiler directions like "Make the enemies harder, but not too hard" and the compiler will spend most of its time hating you and plotting to take over the world (seriously, all you need to say to kill off Humanity is "Optimize economic production". >>> All programming languages are [u][b][i]terrible[/i][/b][/u] <<< Pick the one that clicks with you, then learn it. * "a" and "an" are properly used based on which flow best, not on "consonant or vowel". Also, double negatives in English add. Double negatives negating is Latin grammar, taught by pretentious English teachers. Also, "a FPS" just sounds terrible.
  5. I'd also be interested in this.
  6. [quote name='Cromulent' timestamp='1351450201' post='4994799'] [quote name='Narf the Mouse' timestamp='1351449943' post='4994797'] Windows 8 is a sign that Micro$oft is up to their old empire-building tricks again. I've actually considered moving to Linux, and I *Hate* the GPL. (It's not free software. It's masquerading as free software, but it's not - You pay with your entire code base) There's other OS's, but they're not that complete, I've found, and I'm not an OS programmer. OTOH, if someone kickstartered a Modern non-Licenseware OS, it may be the first kickstarter project I put money in. [/quote] Use FreeBSD or OpenBSD if you don't like the GPL. Both are complete and very stable and BSD licensed which allows you to do pretty much anything you want with the code as long as you supply a small bit of license text along with your binaries. [/quote] Thanks.
  7. Progress is amazing. Do you sleep? More seriously, the latest videos seem kinda dark and hard to see.
  8. Windows 8 is a sign that Micro$oft is up to their old empire-building tricks again. I've actually considered moving to Linux, and I *Hate* the GPL. (It's not free software. It's masquerading as free software, but it's not - You pay with your entire code base) There's other OS's, but they're not that complete, I've found, and I'm not an OS programmer. OTOH, if someone kickstartered a Modern non-Licenseware OS, it may be the first kickstarter project I put money in.
  9. [quote name='Mike.Popoloski' timestamp='1351404014' post='4994642'] It's not dying, it's simply stable now. Most bugs have been fixed and we have pretty much complete coverage of the DXSDK up through the last drop. However, none of us have any interest in doing anything metro-related, so we don't feel it worthwhile to add DX 11.1 support, as it's metro-only. If you don't need metro support, the library is as good as it's always been. [/quote] Microsoft either needs to fire or listen to their GUI design guys. And half their lawyers. Edit: Any chance you could replicate the functionality or kickstart a project for that? Is DirectX part of an open standard? How about SlimGL?
  10. Are you creating and/or deleting anything each frame? Including by implication? What language? (Sounds like C++, if you're using DirectX directly)
  11. [quote name='Nik02' timestamp='1351412100' post='4994652'] See the topic "Sampler Type (DirectX HLSL)" in the documentation. Quoting: [i]"The right side of each expression is the value assigned to each state. See the D3D10_SAMPLER_DESC structure for the possible state values for Direct3D 10. There is a 1 to 1 relationship between the state names and the members of the structure."[/i] D3D9 and later differ in the fact that later API versions logically separate samplers and textures (so that you can use one sampler state for many textures or vice versa), whereas in D3D9 instances of a texture and a sampler state are tightly coupled. [/quote] Thank you. I spent most of yesterday trying to compact my terrain vertices down to a single index value, and the only remaining problem seems to have to do with the texture heightmap I'm using to generate data for the pixel shader.
  12. To explain further, anything outside of your class doesn't know the Type enum exists. Your Item class knows it exists, but that knowledge is contained inside the class, since you declared the enum inside the class. So, if you want anything else to use the Type enum, you have to tell them where to look. The :: operator refers to the contents of the Item class itself, not any specific Item instance, so you use it to refer to the Item::Type enum. You'd also use it to refer to static members, the contents of namespaces (since namespaces can't have instances) and probably more, but I'm a C++ newb myself. (Just not a coding newb)
  13. [quote name='Rko No Evil' timestamp='1351433787' post='4994710'] I made my first Hello World! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It got confusing at one part because at the point where Eclipse is trying to make you put in System.out.println("Hello world!") it didn't tell me to put the ending command " ; " or even where to put it, but I figured it out thanks to Youtube. I wish this program knew i was a extreme newbie at this stuff. So I was able to successfully create my first application.. now what? What's the next step in this learning process? [/quote] Make tetris. Or, if that sounds like too much right now, "Guess my number".
  14. Does Microsoft even document them? Cannot find them. Thanks. Edit: To clarify, what can I put in sampler state filter, addressU/V, etc. - What are the valid values for each sampler state variable, or where can I find them? (Plus an explanation)
  15. [quote name='joew' timestamp='1351320790' post='4994358'] [quote name='Narf the Mouse' timestamp='1351320533' post='4994357'] ...Y'know, I'd be interested in buying a good book on writing an OS, if anyone wants to write one and put it up on Amazon. [/quote] You mean like Tenenbaum's books [url="http://www.amazon.com/Modern-Operating-Systems-Andrew-Tanenbaum/dp/0136006639"]Modern Operating Systems[/url] and [url="http://www.amazon.com/Operating-Systems-Design-Implementation-Edition/dp/0131429388/ref=pd_sim_b_1"]Operating Systems Design & Implementation[/url]? Or something more like [url="http://www.amazon.com/Design-Operating-System-Prentice-Hall-Software/dp/0132017997/ref=pd_sim_b_2"]Design of the UNIX Operating System[/url]? There are literally tons of them on Amazon! [/quote] [quote name='ATC' timestamp='1351313891' post='4994344'] *Snip* [b]And along the way it also gets very frustrating because there are virtually no resources available online or in book stores to help you.[/b] *Snip* Regards, --ATC-- [/quote] ...Alright, which one of you is right?