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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. I'd recommended dd'ing out whatever data from the partition you can into a file of some sort, moving it out of your laptop, and later on using a low-lever searcher on the file through a loop device. The data is probably there, but the block ordering must be wonky. There are tools that can sift through data streams and reconstruct a file system out there.
  2. So wait, you can access your data partition just fine, but can't access your boot partition? Or do you mean your MBR is corrupted and you can't access any partition at all?
  3. "An university will probably require you to earn credit in courses outside your major, imho, which is a complete waste of time..." I disagree. Whatever you learn outside your major ultimately helps become a better thinker. I used to feel the same way too in high school. But I've realized that the things I learned outside of computers made me a FAR better programmer and individual in the long run. It's hard to lower your GPA if you're really interested in learning new things. If anything, universities open your mind and sharpen your critical-thinking abilities if you have any self-motivation whatsoever. Universities are overrated if you see the paperwork at the end as the ultimate goal, not the progress made to get there, or the new skills you learn, or the contacts you make.
  4. I like shred better than "dd"ing because it's harder to screw up. If you didn't add the flag -n0 it would overwrite your partition 25 times with random data, making it theoretically unrecoverable. -n0 just means do it 0 times, and -z means zero it out when it's done shredding. -v means print out status as it goes along. Shred only works with devices. DD is far more flexible if you want to work with just about any type of file in Linux. Like it's possible to create encrypted containers and mount a file system in there.
  5. Boot a live CD: shred -n0 -z -v /dev/xxx
  6. Quote:Original post by Tape_Worm Quote:Original post by MSW Quote:Original post by ukdeveloper McCain also claims to have only used the Internet for the first time recently... 1000 internets to the first person to RickRoll McCain! Given how "in touch" he seems to be, I'd wager he'll think that the song is an example of music that's popular with the kids today. He'd likely end up using it in his campaign or some shit. He'd basically be rickrolling the country in return. EPIC WIN. Someone needs to do this.
  7. I'm keeping XP. I like it better than Vista.
  8. Would code like this work? ... Forever AbortIfExitCondition HandleGameLogic If deltaTime > 33.3 ms RenderEverything EndIf EndForever Or will it destroy a user's system because I didn't call Sleep()?
  9. #include <windows.h> int WINAPI WinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { ... // Your code here } Microsoft follows an stdcall convention for most of it's API. So basically they define the constant "WINAPI" to mean "__stdcall" or however it's implemented in your vendor's compiler. So you need to specify your definition to match the prototype Microsoft provides. Also the WinMain() prototype has those 4 arguments even if you don't use them. EDIT: Since you're using SDL, you don't even need a WinMain entry point. Just use: int main( int nArgs, char* ppsArgs[] ) { ... // Your code here }
  10. I'm trying to understand the mechanics of how a videogame works in principle. From what I could tell it's a giant while loop that caps its framerate to 30 fps, each iteration performing game logic and rendering to the video buffer. My question if it's necessary to give some cycles back to the OS? Say we have code that executes whenever a frame goes by. Whenever that code is not executing, we need to call a function like Sleep() or something. But instead of wasting cycles like that, couldn't we process AI, movement, and logic code based on a computed delta time, and then simply render every time a frame goes by? What I mean to say is we somehow separate logic from presentation, so if there's a time consuming task to be done like sorting huge lists we don't waste cycles? Would it hang up the system, or would the system be smart enough to allocate time to each process so not calling Sleep() will not have ill effects? Also, how would executing scripts to control the actors work without a severe performance penalty? Let's say a thousand instances of the same script needs to be running simultaneously for the same type of enemy. How would you be able to process all that information without severely lagging down the game? In a real platformer there are many, many objects that have behaviors, and many instances of the same script. How would it all integrate seamlessly? Maybe 100 different actions could be happening at once!
  11. Quote:Original post by linternet I believe your overall question is: "When is it appropriate to sacrifice generally accepted good programming practices?" Yes, you summed it up succinctly. Thanks. <Grin> Thank you for all your help guys. I was pretty much worried that my code had to be super object oriented before I'd ever be taken seriously by a developer. I like a more pragmatic approach to code. For some things, like say, a physics (particle motion and collision) system I can see why using polymorphism can save a lot of wasted effort. Simply make a base class like this: class iParticle { ... virtual void OnCollide() = 0; ... }; And then inherit from it, making the collision detection code not care what type of particle it is, but just that it is a particle, and then I'll be able to have particles with extensible logic by inheriting from the interface. But other types of things where treating systems as a bunch of objects just don't make much sense, like a global command interpreter, whose only job is to process text input and call all the various global subsystems. The interpreting logic itself just needs to be a global function (by what I have in mind), and making it a functor seems like an overkill because I'm pretty sure I won't really expand on this much--I'd rather make the program ran on external data like an ini file than to have an entirely big hierarchy of classes and stuff to represent commands that I won't really use because I'm the only programmer in the project. Yes, it's neat and elegant, but it's also more work than I need specifically for my simple game in mind. <Grin> Well, anyway, thanks guys. P.S. How do I use the emoticons? Can't find the menu anywhere.
  12. But you don't see. India indeed is better off with a democracy. Living conditions can get better once people shake off their low self-esteem (which I really think is a religious/cultural thing more than a political thing here). Living conditions are MORE than simply economic. The fact that I can criticize the government without getting banned from the internet is a good thing indeed. Things can only improve if people know what is wrong with it in the first place. By pointing out the mistakes in our society we can move towards a better one. By hiding our flaws we only paint a rosy-tinted picture, one filled with ignorant nationalism and xenophobia. It's a fundamental flaw in eastern society. Instead of respecting and loving life we treat it as a competition to live the longest by stepping over the most people possible. Instead of using society to empower the individual, we exploit the individual to empower the society. We want honor and pride at the cost of freedom and life. Which is why communism is so favorable in the east. But I argue such a blind mindset doesn't improves anyone's happiness in the end. Life is so much more than just honor and pride. Maybe communism is favorable economically in the east, but as far as culturally it's a bad thing IMO. The east can't ever have an Age of Enlightenment as long as it shuns it's right to happiness and to each individual's right to live their lives. Until it is truly humble--not just "let us act humble, for it is honorable" humble--it won't regain its humanity.
  13. I doubt I can ever get a job as a game writer...
  14. Hi there, I'm a game development n00b. I'm not so new to programming: I enjoy C, C++, and x86 Assembly. I've written tons of hobby projects, and I'm soon going to uni to become a computer hardware engineer. Well, where do I start...? My question is when does wrapping everything in classes become a hindrance? I've seen a lot of code where game developers wrap everything--and I mean EVERYTHING--in an object. They use singletons instead of a separate CPP or C files with global functions and state variables. Even for things that seem procedural in nature, they somehow manage to wrap them in some object system. My question is also if it's generally frowned upon to use a less complex architecture when writing game code? Like, say, if I showed some of my portfolio to a developer; suppose it's a fully working game; would they not hire me until I take the neater, more painful path? Because, I dunno, for some segments of code it seems less useful and intuitive to wrap them in objects. It seems a lot of time could be saved if I wrote some parts of the game in traditional code. It sometimes feels like using a chainsaw to cut a tomato because everyone else does. Well, thanks.
  15. I think the real problem with Indian growth is not democracy, but the lasting effects of a communist mindset. Having lived here for two years, I know that the reason things don't get done here is because no one takes the initiative and always expects the government to force them to do things, like clean up their own crap. It's the whole psuedo-spiritual mindset where psuedo-respect and psuedo-effort means more than real respect and real effort. Goddamn lazy orientalists... If anything it's not even a real democracy yet because you always have to worry about hurting some group or the other's sentiments. Only once people can overcome their own self-effacing mindsets can they act as individuals and thrive. I really wish the communist parties here would leave the government. Occidentalism is what holds the nation back. Every time something progressive happens those morons keep playing their xenophobic cards and cockblock progressive policies for their own hunger for power.