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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.

i_luv_cplusplus

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  1. OpenGL

    [quote name='MarkS' timestamp='1355167325' post='5009163'] To that end, skip malloc all together. Use new/delete. [source] vertexBuffer = new float[fileSize]; . . . detete [] vertexBuffer; [/source] [/quote] Or even better: [source] std::vector<float> vertexBuffer(fileSize); [/source]
  2. Because that's what I'd prefer to program in. I believe a good programmer can switch to a different language very quickly. Although that view might not be shared by others.
  3. Most likely I will be attempting a break-in soon and there's one topic that made me wonder... how important is specific tech used in portfolio for job application. For example, if my portfolio consisted of two Java games and one game written in Python, would I have any chance when applying for a C++ job? In my opinion language is just a tool, you can hone your skills with it and master it, but for an entry-level job I'd think the general game programming concepts are more important (and shared by every technology). or should I just make sure my portfolio includes a game or something game-related for every language to cover all bases?
  4. checkout this repo, svn://svn.icculus.org/fs2open/trunk/fs2open , it's the source code for FreeSpace2 with some community fixes.
  5. [quote name='Bregma' timestamp='1349665762' post='4987846'] An object-oriented ball doesn't ever need something else to tell it what its size is. Nothing else needs to know its size. It knows how to collide with walls and paddles. It knows how to draw itself. [/quote] But wouldn't that break the SRP? You have a class that knows how to collide with walls and paddles, how to draw itself, what are it's physical properties. Isn't that too much?
  6. [quote name='K1NNY' timestamp='1335928227' post='4936658'] I am willing to put a lot of work into learning so thats not an issue. I plan on going into Computer Science so will C# help me later in my career? Also, what tools do i need to get started with C#? [/quote] C# is used mostly for business applications and game tools, although there are some games written in C# (eg. Magicka). To start with C# you'll want Visual Studio.
  7. This looks like UV coordinates problem. Are you sure you are setting UV coordinates (glTexCoord2f) for every vertex?
  8. hello. I am trying to write something, the closest analogue would be multiplayer asteroids, as in we have ships which can steer left/right and thrust forward. There's no shooting on anything at the moment. the first version worked like this (everything is UDP) : - client sends pressed keys info to server every 100 ms - server calculates physics all the time, sends position info to players every 100 ms now the problem was, there was choppy movement because client had positions only every 100 ms next thing I implemented was trying to extrapolate movements based on position, velocity (+angular_velocity) and acceleration. The problem is: let's say the latency between client and server is 200 ms. Player pressed the "forward" key. Client sends a packet to server (200 ms). Server sends back position packet to client (200 ms). Now, on the server, the player has just started to move, while on client it was moving for 400 ms already. As a result, despite trying to predict the movement, client will have to snap the player back to where it began to accelerate. How to avoid this? I can't think of a way..
  9. [quote name='antibug' timestamp='1322248989' post='4887689'] Ishar 1 is a abandonware game [/quote] There's no such thing as abandonware. Especially in this case, considering Ishar is still being sold http://www.gog.com/en/gamecard/ishar_1_2
  10. OpenGL

    [source=cpp] GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao);[/source] add this code right after you create your OpenGL context. Forward compatibility requires you to create and use a custom vertex array.
  11. Where is your glewInit() call? It should be before glBindBuffer and after glfwOpenWindow
  12. Seeing some of the comments no wonder every month we hear about more ridiculous DRM. Especially this part: [quote]I would change the game mechanics in not so subtle ways. Blatantly put the player into impossible situations. Retroactively modify their savegames. Make the game downright unfair. When they inevitably die/lose from the artificially induced unfairness, show them a screen telling them that the game will treat them just the way they treated the developer by pirating it.[/quote] You know what would happen? First of all, people would come to your forums/reviews complaining about game being broken, releasing an unfinished product etc. You will blame them for piracy, but some of them will be legitimate customers who were unfairly marked as pirates. Also, you kill any chance of these people ever coming back to play/buy any of your games because they don't want to mess with a broken product. wait, that actually works as a deterrent for pirates! too bad it deters the customers as well. There is a 100% DRM solution that always works - release the game without any DRM. Witcher 2 did, and you don't see them complaining about piracy. Usually devs complain about piracy when the game was a broken bug-ridden piece of crap to begin with (in before world of goo omg 90% piracy - he pulled his numbers out of nowhere, you can't just compare unique IP numbers vs sold copies).
  13. X-Com:TFTD but with real time combat (x-com apocalypse already had it, but it had other problems) OR Rainbow Six style FPS combat (old Rainbow Six, not Vegas cover shooter). Operation Flashpoint:CWC - that means open world shooter, much more hardcore than CoD but less hardcore than ARMA. Unreal - I miss the open level design, nowadays it's only corridor with covers and a cutscene every 5 minutes, not to mention teammates who do all the shooting for you TIE Fighter - leave it as it is, just improve the graphics engine and add multiplayer coop/deathmatch modes
  14. [quote name='Gl_Terminator' timestamp='1314024529' post='4852316'] [quote name='shdpl' timestamp='1313878028' post='4851735'] [quote name='Gl_Terminator' timestamp='1313512841' post='4849912'] Use directX i was an OpenGL fan but finally i gave up, directX has a lot more support, and complex stuff are handled more easy, [/quote] Could you be more specific please? [/quote] heheh has you even tried to enable full screen anti-aliasing with openGl, or tried to draw 2D content, or use VBO, or better has you even tried to make your own GSL script. dude I am telling you OpenGL at the end is more difficult than DX and I find that out after making my own game in opengl and then porting it to DX. [/quote] glEnable(GL_MULTISAMPLE) to enable full screen anti-aliasing in Direct3D you have to use vertex buffers too GLSL isn't any harder/easier than HLSL
  15. About ENet, I have just compiled it 40 minutes ago, if you don't like Makefiles (I don't), there is a Codeblocks project inside the source package, so it's just a matter of opening the project in C::B and pressing BUILD ;)