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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.

atcdevil

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  1. If I write a Windows Forms application is it possible to run it in Linux? Do I need to use C# or could I use C++ or even IronPython to do this? Thanks!
  2. your prof. is without a doubt incorrect. You can verify this by running glewinfo (glew.sourceforge.net) at the top of the generated text file it should say whether you're using hardware or software opengl.
  3. i've made more than 1 bug in 1 line of code
  4. open source 2D rpg engine - ika.sourceforge.net i never used it but it looked interesting.
  5. that does, thank you very much. although that solution is sufficient. is it possible to reconstruct the path without even storing the parent?
  6. I implemented A* based on the wikipedia.org article. It states: "This path reconstruction from the stored closed nodes (see below) means it is not necessary to store the path-so-far within each node." But below that line there is no mention of how to reconstruct the path. So how do I reconstruct the path from the 'closed' priority queue without storing the path so far in each node?
  7. i once had that problem because debug mode initialized variables for me, while release mode didn't.
  8. Quote:Original post by justinrwalsh I can code in openGL just fine, very comfy with it, the question i have is, how many PC users can run an openGL 1.0 based game? Don't you have to have a 3d accelerated graphics card? Or is software openGL still faster than SDL? How many people don't at least have one of those integrated Intel 3d cards which provides basic 3d acceleration?
  9. Quote:Original post by Gorax Reasons: Good games (and applications) don't need mind blowing graphics. If you need to lure people in with dazzling effects, perhaps you should see exactly what it is you're missing, 'cause something's not right. What does using up to date hardware features necessarily have to do with mind blowing graphics and dazzling effects?
  10. Julian, what makes you think that this book covers standard C++ and not using Visual C++ to create MFC apps?
  11. OpenGL

    The orange book covers GLSL. You really should look into that book as well.
  12. My geforce fx works with glsl.
  13. If you want real hardware acceleration, you need either OpenGL or Direct3D, or a library that wraps those up. There's no other choice. 2D hardware acceleration involving alpha transparency is not widely available if at all, so forget about DirectDraw, or whatever the portable correspondence is. I recommend finding a library that handles OpenGL in 2D for you. Don't know the names of any off the top of my head though.
  14. You ought to post some code.