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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 phil_t

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    1st Place Winner - The Week of Awesome 2014

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  1. sounds like a homework question
  2. A linked list is the wrong data structure to use here (a linked list is rarely the right data structure to use these days). And making Transform the holder of the linked list makes even less sense. Also, having list management functions like clear, remove, push_back on the nodes itself doesn't really make sense. Also, C++ already has a double linked list in the standard library (std::list), anyway. You don't need to implement your own.   But again, it's the wrong data structure to use. You're mainly concerned with adding/retrieving components by type id, right?. So an unordered_map seems to be the obvious choice. If you need to support multiple components of the same type on a game object, then use unordered_multimap.   Your storage can just be: std::unordered_map<std::type_index, std::unique_ptr<Component>> components; You Get/Add/Remove on game object can then be something like: template<typename _T> _T &GetComponent() { const std::type_info& r2 = typeid(_T); auto result = components.find(std::type_index(r2)); if (result != components.end()) { return static_cast<_T&>(*(result->second)); } throw std::exception("No component of this type exists"); } template<typename _T> void AddComponent(std::unique_ptr<_T> pComponent) { std::unique_ptr<Component> pTemp(pComponent.release()); const std::type_info& r2 = typeid(_T); components[std::type_index(r2)] = std::move(pTemp); } template<typename _T> void RemoveComponent() { const std::type_info& r2 = typeid(_T); auto it = components.find(std::type_index(r2)); if (it != components.end()) { components.erase(it); } } If you need "multiple types of the same component" support, then use a unordered_multimap, and change the above functions accordingly to support returning all of a certain type, etc...
  3. In case anyone's interested on what goes into making a retro adventure game,  I've started a blog to chronicle some of the behind-the-scenes of Cascade Quest: http://blog.cascadequestgame.com/
  4. I would still use std::vector<std::unique_ptr>> for m_sprites -- and start adopting this pattern for other containers which "own" the objects whose pointers they contain. Learn what the various C++ smart pointers do, and start thinking about object ownership and lifetime to decide which to use.
  5. In the ECS system I built, each component type knows how to say if its equal to another of the same type. So when serializing an entity, I compare it to its original entity template (each entity stores its template id, so I can look this up. The template id is just a hash of the template name). For any components that are the same, I don't need to serialize anything. Then for any components which are different, I serialize that whole component (the component itself participates in this, so it might compress its data too). And of course I also have to take into account deleted/added components that weren't in the entity template.
  6. Use a tool that can view DDS textures, like DDSView: https://github.com/Microsoft/DirectXTex   Your pixel shader looks like it supports an alpha channel in the Diffuse color property of your material. What are you passing for that value?
  7. What techniques did you use to make it faster?
  8. How do you deal with the case when a system requires more than one component to do its job?
  9. Sorry to ask the obvious, but what does the alpha channel of your wave texture look like? What does the pixel shader used for the waves output in the alpha channel?
  10. Unity

            You're falling into a trap of "I want to do A, and the way I already know how to do A is by doing B. Therefore I need to do B". You can definitely do what you want in Unity (or Unreal). You'll have to work within different confines compared to writing it from scratch. But it will probably be a lot less work in the end.
  11. I don't see any SQL error messages, but several warnings in my browser's console. And the page keeps spinning until it fails to load index.php (e.g. on this page, https://www.gamedev.net/topic/687886-anyone-else-get-regular-errors-when-entering-the-site/index.php )
  12. Love those flesh tones.
  13.   I mean, you already gave yourself the answer (use a profiler). Profile your game with a profiler and see in which functions the greatest percentage of time is spent. Analyzing the results of a profiler takes some practice, but there should be lots of good information online. There's no point in switching to a different ogg player until you know that's the issue.
  14.     Just have one component: MotionComponent, that specifies the entity's velocity. Why would you separate horizontal and vertical? Then maybe have some PlayerController component that is responsible for knowing when the player is jumping or running, and poking the Motion and Animation components so that the correct motion and animations are applied.
  15. Profile it and see.  I've seen significant improvements by reducing vertex size before.