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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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  1. Quote:Original post by blueshogun96 I plan on taking a trip up there one of the three days it's open.. I hope you got a pass already, last I heard they were all sold out. There may still be one-days available though, but I'd check it out ASAP.
  2. Edit: I meant to say turn off checked iterators, not debug iterators. See SiCrane's post. Your code using operator[] is, performance wise, preferable to using the at method, as at performs bounds checking, while operator[] does not have to. also, if you know the size of your vector when it is created, make sure to reserve the amount of space you need.
  3. Quote:Original post by MrPickle I'm pretty sure there's a way to resize the vector There is. Edit: Much too slow, I must need more coffee.
  4. Quote:Original post by Cambios As for my opinions, yeah they are in the article. Should I really make a 2,000 word forum post? I can see the "wall of text" complaints already. The issue is not that you wrote an article, it's that you misrepresented your article. A postmortem is a summary of what went right, what went wrong, and how to improve on a project as written by a member of the dev team. Your inane rambling is, at best, a review.
  5. I missed your two earlier journal entries the first time around, so I'm a little late to the party. Welcome back to the world of games, 'grats on the new gig!
  6. i am truley sorry for your lots
  7. There are lots of neat little (undocumented) things you can do with Visual Studio's autoexp.dat file. One of these is NoStepInto, as explained here. Edit: Looks like that was a VS6.0 only trick, it's now been moved to the registry.
  8. Quote:Original post by jtagge75 Quote:Original post by Codeka ... ... Just for the record, Codeka is not the OP [lol].
  9. Quote:Original post by Qureshi they it is an old way of doing then plz tell me which is newer style of developing game If you are a new programmer don't worry about it. Make some guess the number and text adventure games. Learn to program, then learn to program games.
  10. Read me. Edit: link fixed.
  11. The "New Thread" button is a suggestion, not an order.
  12. Fixed array sizes in C++ must be known at compile time. You either need to allocate the memory dynamically with new[], or (better) use a std::vector.
  13. Source. tl;dr version: Quote: Google Chrome OS is an open source, lightweight operating system that will initially be targeted at netbooks. Quote: For application developers, the web is the platform. All web-based applications will automatically work and new applications can be written using your favorite web technologies. And of course, these apps will run not only on Google Chrome OS, but on any standards-based browser on Windows, Mac and Linux thereby giving developers the largest user base of any platform. Will this have a far-reaching impact on web development? Is it really practical to have the web be the application platform for an OS?
  14. Quote:Original post by garywillams Yeah I know this is a null pointer exception and I haven't seen it before. Could you tell me how to solve it. Somewhere in your code you are trying to dereference or use a NULL pointer. It's possible that one of the D3D create calls is failing or that you have some pointer initialized to NULL and just never assigned it to anything. You should be able to run your program with a debugger attached and have it show you the exact line causing the problem.