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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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About Ocelot

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  1.   You really should start reading documentations and practice gogle fu. If you would ask google about "IntelliSense:" errors you would be know that they are not the real errors. Do you try to compile your program? If yes, are there any compile/linker errors? If yes, I guess that "cannot open source file "boost/variant.hpp" ; solution: you should give visual the path to the boost library.
  2.   You can hash the whole hierarchy string eg. prefab: "starship/wing/leftgun" object: "starship 1/wing/leftgun", "starship 2/wing/leftgun", "starship 3/wing/leftgun"
  3. Did you thought about hash of objects name? In all games I work on, we are using names hash for distinguish objects. Names can be automatic eg. prefab name "sword", objects names: "sword 1", "sword 2" itd.
  4. XAudio2 for both win and xbox.
  5. You can use SelectedModel model which keeps your selected model, and has its own view (eg. box to indicate selected object if it is visual view)
  6. It's normal, vector has never free memory. Method size() return number of elements in vector not size of it's storage. Look at method capacity()(Returns the maximum possible number of elements without reallocation) and resize to understand vector usage.
  7. Look at the TinyXml library home page http://www.grinninglizard.com/tinyxml/
  8. Look at Steering Behaviors For Autonomous Characters http://www.red3d.com/cwr/steer/, eg. wander steering
  9. Made be instead of atan2(newX,newY); shuld be atan2(newY,newX); (look to the help ) ;) for c# but the same is for c++ http://msdn.microsoft.com/en-us/library/system.math.atan2.aspx [Edited by - Ocelot on September 19, 2008 9:02:30 AM]
  10. Goto the WxWidgets forum and search mingw+compilation posts. it's a little tricky to compile with MinGW ("standard" compiler indevcpp and code::blocks), shortly you should use minsys, and execute something like this, in it: >configure --with-msw --enable-monolithic --enable-shared --disable-debug --enable-optimise (put your option here) and >make
  11. Quote:Each frame I want to collect a number of objects fast. The problem is that i dont know the actual number of objects and i dont want to allocate new memory for the vector each time of a new loop. I think, std::list suits here better then std::vector
  12. Game::AI++
  13. Quote:Well, the Ogre features page says it supports skeletal animation. So I guess I can build my models and animations with Blender or Milkshape and have them played by Ogre. However I'm not sure about this "mixing" of animations. Yes, Ogre can mix skeletal animations.
  14. "Improved Collision Detection & Response" at http://www.peroxide.dk/tuts_c.shtml, there is a very simple math for collisions.