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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. Actually you can hash a 7x6 Connect-4 board fairly simply in 63 bits, since you know that the empty holes must always appear above the pieces: 7*6 = 42 bits for the piece colours (0 = white or empty, 1 = black) 7*3 = 21 bits for the height of the columns (a three bit number containing a height of 0-6, 7 is invalid)
  2. that should be new unsigned char[size*size] not new unsigned char(size*size) I'm not sure but I think the second one will allocate one char and sets its value to size*size, while the first one allocates an array of chars. Also please put code, /code tags (in square brackets) around your code to make it more readable in future. Also, use a debugger! It's a lot easier to find where your code is failing by single-stepping through it than trying to figure out which line of your code compiles to address 0x00401435.
  3. No, generally you just move every object slightly every 60th of a second. So your loop looks like this: while (game is running) { for each object in the world { move object } for each object in the world { draw object } update sound, network, controls etc. }
  4. Well they are somewhat different things - FreeWorld3D is a landscape/terrain editor and DeleD is a polygon mesh editor. You may need both, one for the landscape and one for the objects and characters which populate it. Off the top of my head, as far as landscape editors go there's also Grome (http://www.quadsoftware.com/). Anyway since there are free demo versions of both FW3D and DeleD why not just give them a try and see whether they are right for you?
  5. I'm not a license (or physics library) expert but I think here are two to start with: http://sourceforge.net/projects/opende - BSD-style license http://sourceforge.net/projects/bullet - ZLib license