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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.

Cromulent

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  1. Thank you all for the advice. I think I'll go with the Frank Luna book to start with. I always prefer to have documentation available in printed forms.
  2. I'm a Unix convert to Windows 8.1 and would like to make the switch to DirectX 11 from OpenGL / OpenAL etc. Can anyone recommend a decent up-to-date book on DirectX 11 programming. There are quite a few on Amazon and so I'm looking for some personal recommendations as to which book is good to start with. I'm already pretty good at C and C++ programming so I don't need a complete beginner book, just something that describes the DirectX 11 API would be quite nice.   Most books are either targeted at programming novices or people who already have experience with DirectX. I guess I'm more looking for a nice reference manual more than anything else.
  3.   Thank you for that. I much prefer using the command line options so that was incredibly useful.   I think I've pretty much got to grips with linking on Windows. Thanks for everyone's help.
  4.   Thanks for the help. I've got my stuff linking statically but the dynamic linking is still eluding me at the moment. I'll have another play around with it when I have some more free time.
  5. I'm a Unix programmer. I've never really programmed on Windows before and as such Visual Studio is new beast for me. I'm finding some simple things pretty hard to do when compared to how easy it is on Unix. It seems that in Visual Studio you need to set the correct search paths by going to Project > Project Properties and then setting the relevant settings in VC++ Directories but even though I have set the correct directories for searching the linker can't find my compiled versions of Boost 1.54 and gives the following error:   Error 1 error LNK1104: cannot open file 'libboost_program_options-vc110-mt-gd-1_54.lib'   yet when I go and look in my Boost lib directory I see boost_program_options-vc110-mt-gd-1_54.lib and it should be discoverable. VC++ certainly finds the header files correctly it is just the DLLs and the LIB files that it can't find. Anyone got any suggestions as to what I am doing wrong here? Is there another setting I am missing at all?
  6. Oxford Dictionaries shows nothing for "theif" in US English.     Do keep in mind that there is a HUGE difference between Oxford Dictionaries, and the Oxford English Dictionary. The OED's goal is a complete history of the English language, while the smaller Oxford dictionaries are meant to only provide a reference for the language in its more current usage. Stuff comes and goes from one, while everything stays in the other.   Which is why the full Oxford English Dictionary was the best Christmas present I've ever received :). It is truly awesome in its completeness.
  7.   It's not as bad a mistake as it looks. Theif was the old spelling according to the complete Oxford English dictionary. So yes, it is incorrect in modern usage, but that spelling did exist in the past and was used.
  8. I've got a PS4 on pre-order currently. I'm a big fan of the Xbox 360 so originally I pre-ordered the Xbox One but when I heard about the always on Kinect I decided against it.   This'll be a big change for me as I've had an Xbox since the very first one was released in 2002 (in Europe). Hopefully I haven't made a bad decision.
  9. Although everyone is correct about C++ compilers in general being excellent that shouldn't stop you from learning assembly. It is really fun little project and will teach you things that high level languages like C and C++ simply don't. Personally I'd recommend you learn assembly on an easier instruction set such as ARM rather than on AMD64 or i386.
  10. You can just use a mobile phone charger to power the Raspberry Pi. That's what I do anyway.   As for corrupting the SD card it is pretty easy to recreate the OS image on a PC.
  11. For me it is the size. The PS controller has always felt too small for my hands.     Though I get your point, the Kinect is an inherent part of the xbox one. It is not an addon that you are forced to buy. It's like not buying a wii because it comes with those stupid wiimotes you've never wanted. Personally I don't get the kinect hate. There's a bunch of cool stuff on kinect, and the new kinect is better in every regard. I'm excited to see how it's used now that developers have a guarantee of it's existence. Not many games were doing the, "enhanced with kinect," approach because it was a lot of work to add for not knowing if you even had the userbase to take advantage of it. I'm excited to see what developers do with it as a secondary support input method in addition to controllers. I'm also excited to see what people are able to do not that it's able to sense some light hand gesture tracking (closed/open/pointing hands). I guess the reason I dislike the idea of paying for a Kinect is because I just don't have the room to make use of it. I have my consoles in my study for when I finish working and with my desks and bookshelves I have no room to move around. I have enough room for a chair to sit on and that is about it.
  12. Well I've just cancelled my Xbox One pre-order to get a PS4 instead. I think I've made the right decision in the end. Cheaper and doesn't have a stupid Kinect which I've never wanted nor am I particularly pleased about the idea of it being always on. The only thing I'll really miss on the PS4 is the Xbox controller which I always preferred.
  13. I'm seriously considering buying Visual Studio 2012 Professional but I'm trying to decide whether to get it with an MSDN subscription or not. If I get it with a subscription it adds nearly £500 on to the total cost which is a lot of money. Since I mainly do development work on one machine and don't really need to do much testing on older versions of Windows I don't think I'd get much benefit from that side of things. I'm primarily thinking of getting it because I want to transition some of my Microsoft Office VBA projects to using the Office development tools in Visual Studio so that I can finally ditch VBA in favour of C#. I guess I'd also benefit from the Windows Azure included services as well but other than that I'm not so sure.   Is there anything that I am missing here or should I just ignore the MSDN subscription and save myself £500?
  14. How about just reading official standards compliant documentation on the use of std::map and std::list? The latest version (edition 4) of The C++ Programming Language is due out in the middle of May so get that and see what the differences are between your code and the C++ standard. Plus it'll get you up to speed with more modern C++ usage and abilities that you are probably unaware of.
  15. I thought that people here might be interested but the newest release of the AMD catalyst drivers (13.4) adds support for some OpenGL 4.3 features. Namely these:   GL_ARB_compute_shader GL_ARB_multi_draw_indirect GL_ARB_shader_storage_buffer_object GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_ES3_compatibility GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample See the release notes for details:   http://support.amd.com/us/kbarticles/Pages/AMDCatalyst13-4WINReleaseNotes.aspx   Personally I'm pretty happy that AMD are still expanding support for OpenGL.