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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 Andrew1P

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  1. UDK doesn't offer code level access; code/engine source access requires an expensive Unreal engine license. If it's running slowly on your machine, you may want to investigate the [url="http://forums.epicgames.com/forums/366-UDK"]UDK forums[/url]. I would imagine they would be better equipped to help out in that regard. Best of luck!
  2. In general, it's poor form to directly call a destructor (save for the case where you're calling a parent class destructor from a child class desctructor). Honestly I've never heard of anyone doing this and I can think of a lot of things that could go wrong. For instance, if after your ~Enemy() call, you attempt to manipulate the object (either outside the class or inside the class itself), you'll have an invalid pointer. For instance: [source lang="cpp"]... // NOTE: Assumes you have a vector/array of enemies and a pointer to the projectile. for( int i = 0; i < numEnemies; ++i ) { if( checkCollision( enemies[i], pProjectile ) ) { // Destructor will be called right here in onCollision(). enemies[i].onCollision(pProjectile); } // Now you have an invalid reference to your object and this call will produce only sadness (crash or undefined behavior). enemies[i].someOtherFunction(); } ...[/source]
  3. [url="http://www.ogre3d.org/"]OGRE3D[/url] might accomplish what you need. If I recall correctly, it's written with a plugin architecture in mind so you could replace or add things as needed.
  4. If you decide to investigate using UDK, they have a MOBA tutorial that could be used to start off your prototyping/development: [url="http://udn.epicgames.com/Three/MOBAKit.html"]Unreal MOBA Starter Kit[/url]
  5. From my understanding of some common and simple forms of cloth simulation, there is no requirement to use spring physics, but not doing so can cause some pretty weird behavior. The following article discusses a very lean and efficient method of cloth simulation that was used in Hitman: Removing the spring equation from the "satisfyConstraints()" function and forcing the distance between the two vertices to be the desired length might accomplish what you wish, assuming that you are iterating through the constraints in the proper order (top to bottom of the mesh, for instance). The relaxation used in this can also be made more accurate by increasing the number of times that you iterate over the mesh. This has worked wonders for me in the past, even on embedded platforms. Hope it helps. Best of luck even if it doesn't. :) -Andrew