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      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.

Magnus Westin

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  1. I have read both, and while they basically take up the same information. I found C++ Primer Plus easier to read, but that is probably quite a personal preference   I thought it had a better "flow" to it, so I found it more enjoyable.
  2. The book I usually recommend is C++ Primer Plus by Stephen Prata. I think its a good book, that goes through all of C++. And its not written like a reference book, which makes it good for beginners also. One thing though, it doesn't talk about compilers and development environments. So if you want/need to learn that also, you need a book for that also (or just find tutorials on the web, plenty of those).
  3. Unity

    Yes, it would waste memory. One question though is, how much. What is the density of your solarsystems in a galaxy. If its really high, I would consider using a 3d array, since the wasted memory is quite small. And its a very easy thing to work with. If not, then take a look at octree's http://en.wikipedia.org/wiki/Octree. Also, depending on the size of your galaxy, you might even be able to use an array of solar systems, and just store the coordinates for each. Not very efficient, but if an galaxy only have say 50-100 solar systems, it wont matter, since looping through the array is going to be very fast anyway.
  4. I agree with renega, that if you want to create a simple application like that, you are better off with a higher level language. C# is good if you are on windows. That said, if you are doing this also to learn C++, I would use MFC if you don't care about crossplatform functionality. Otherwise use QT.   And if you really want to learn MS Windows programming, I would recommend using pure Win32 to do you application. It's going to be very slow to develop the first time you do this though. But understanding how things work on a lower level, will make you a much better programmer in the future, even when you are doing development in languages like C#.
  5. "where each character is the same size" is true for UTF-32. But Ive never come a cross a program that actually uses UTF-32. I would recommend reading the Wikipedia entries for UTF-8, UTF-16 and Unicode. They explain very well the difference and pro/cons of each encoding. As a side note to this topic does any one know of a unicode font that supports the whole range. Ive not been able to find one. Most only support UTF-16 without surrogates, ie only 2 bytes, not 4 byte characters.