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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. Speaking of C# that's because variable declaration and object instantiation are two different things Here we are just declaring a variable of type List<T> List<T> myList; It has no value, and is not initialized, it can't be used unless it's used in an out parameter What would happen if it automatically create a new instance of the object just by declaring it? If it was a value type, like an int or float there would be no problem at all, but it would never work for a reference type. First of all a reference type may not have a parameterless constructor, or it could be an abstract class or even an Interface, there would be no way to initialize then this way, or it could have no public constructors at all, what if it uses some kind of factory class to initialize the objects? And of course, what if you just want the variable to receive an instance from somewhere else? You do not always want a new object, sometimes you will receive it as a parameter or from calling some other function So you say it's a "List<T>", but how can the compiler know you really want a "new List<T>" and not an existing one, or some other object that inherits from List<T>? What if you really want a new List<T> but you want it to be created by a function that initializes it with some values?
  2. I just think it's way easier to write and read this enum MyFlags { Flag1 = 0x1, Flag2 = 0x2, Flag3 = 0x4, Flag4 = 0x8, Flag5 = 0x10, Flag6 = 0x20, Flag7 = 0x40, Flag8 = 0x80 }Than this enum MyFlags { Flag1 = 1, Flag2 = 2, Flag3 = 4, Flag4 = 8, Flag5 = 16, Flag6 = 32, Flag7 = 64, Flag8 = 128 }Both ways are easy to do, if I use decimal I just have to double the last value, but with hexadecimal I just have to remember the sequence 1, 2, 4 and 8 as it will just repeat itself over and over, just adding zeros to the end
  3. It's been a while since I worked with MEF but I think the problem is that you put the PartCreationPolicy in your custom attribute, it should be directly in the exported class, base class or interface.
  4. Have you ever considered using a custom attribute? If the value is static you could get the custom attribute on OtherClass<T> static constructor and hold it in a static field for later use, this way you only have to do it once for each type of OtherClass<T>
  5. You are only missing one nice feature of .Net, the FlagsAttribute [Flags] public enum DataType { None=0, Vertex=1, Index = 2, UV = 4, XYZ = 8, Norm = 16 } If you have something like DataType dt = DataType.Vertex | DataType.Index; If you are not using the FlagsAttribute, when you check the value while debugging or when you use the ToString you will see the value 3, as expected, but with FlagsAttribute you will see the value "Vertex | Index" while debugging and ToString will return "Vertex, Index" instead of 3, so you don't have to figure out which bits are set while debugging.
  6. I think it's good for Mono developers to run Test Cases, so they can run it on both Microsoft .Net Framework and Mono to see if it's behaving as expected. It might be good to test your app if you are targeting it to run on both frameworks too. I don't know any other benefit to it.
  7. Quote:Original post by thedustbustr The docs said that setting the select timeout to 0 meant that it would block. Setting the timeout to a small nonzero value seems wasteful. MSDN: Quote:timeout Maximum time for select to wait, provided in the form of a TIMEVAL structure. Set the timeout parameter to null for blocking operations. No, the docs said that setting the select timeout to NULL meant that it would block. This parameter is a pointer to a TIMEVAL struct, so just pass a TIMEVAL struct with both fields set to 0 MSDN Remarks: Quote: If TIMEVAL is initialized to {0, 0}, select will return immediately