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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.

kunos

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  1. Thanks for the tutorial mate, I hope you don't mind me simply ignoring it?. Luckily for me I've got better things to do on a sunday morning than waste my time arguing with a sore idiot on the interwebz with some kind of mental disorder. But I'm glad to have contributed to make you feel smarter today, it was my pleasure to help you reach a new peak in your life, way to go sporty!   EDIT: Seriously, the fact that people like you are moderators here really makes me reevaluate the point of participating in here.
  2. Nice language and conversation handling there from a "senior mod". Congrats. does vs 2015 looks like that when you install it? My VS 2013 does not, and I dont see any 'deafult' in tools..export setting, just options to import, export and reset setting but hey.. Im stupid so what do I know? I'll leave it to you smart and gentle guys and I promise I will check the world's VS entire install base before making stupid claims.
  3.   There's a lot of your history that is wrong and/or misleading. Most of the principles of Object Orientation were modeled in Smalltalk. OOP existed prior to then, however formalization of many of the common principle of object orientation happened in Smalltalk.   true.. I shouldn't have used "born" but rather "came to rule" or something like that.   But I really think that calling gamedevs "early adopters" is going a bit too far   Regarding Microsoft and C#.. we went from a position where C# was the (only) solution to every problem... maybe you forgot the Windows Phones that just supported C#.. or you forgot the versions of Visual Studio where you had.. new project.. C# or "other languages".. it was all about XNA, Silverlight and co. , to the current situation where .NET became the official scapegoat for the Vista debacle, there are no more "other languages" in VS , and C++ is the suggested solution for everything performance oriented.   Finally, I find it funny you felt compelled to quote my sentence and post an "answer" to it saying EXACTLY the same thing that I said right after that sentence.. but you got points for that so you must be doing something good obviously. 
  4. OOP was born in a era when computers were getting faster and faster with no sign of a slow down. In those years, it was all about abstractions and optimize programmers' cost and time. Languages such as Java and C# started in that world and hit their target perfectly. Java bureaucracy of interfaces, factories, adapters and all that cruft managed to make a huge impact in the software business, allowing less experienced programmers to jump aboard because most hard and unsafe elements of the process were hidden away.   One big advantage of OOP languages that often gets ignored is how they allow for code discoverability and IDE integration. Hit "." after an object and the IDE will tell you what you can do with that thing. Think about the same in C.. you can't, you'll have to rely on naming standards (ie.. in ODE.. I have a dBody , I know I can manypulate it with functions starting with dBodySomething ) or start to dig into documentation. In Java/C#, it's all there in the IDE, the API is autodocumenting itself. I really got into programming with C++/Java and this is the thing I find most disturbing when trying to use languages without a clear connection between data, and code that can be run on that data.. it's not a surprise that the new era languages such as Go and Rust both went for a solution where the data is clear POD, but you can bind code to the data.. getting the best of both worlds: clear data definition, and code discoverability.    The gamedev world has always been resisting to changes, they were ages late to the "C party" (most games were done in assembler up to fairly recent days), ages late to the C++ party, and never really got in the C#/Java party because the party was over before they showed up (talking about AAA here, if you are writing a Mario clone in 2015 it doesn't really matter what tech you are using).   The Java/C# way of approaching abstractions is now "not cool" because we live in very different times.. computers are not getting faster, they're getting actually smaller and slower.. they have more cores and multithread requirements hit us like a rock.. devs had to start worrying about things like battery life.. at that point, the cost of a virtual machine started to loose it's appeal. We're now back in a situation where devs need to fight for every cpu cycle, care about memory to CPU transfer times, caches and so on.. abstraction over these things is not an option anymore.   And so you see the shifts.. Microsoft shying away from C# to embrace C++ and similar trends all around the software industry.. the very fact that C++ got such a deep revamp and went into overdrive mode wrt updates is also a sign.   All this gave to the "Mike Actons" of the industry the big chance to get out of their labs and proudly claim "see! I told you so!"... my very personal opinion is that they're just naturally inclined to resist changes, but, this time around, they got lucky and history worked in their favor.   At the end of the day, OOP is now seen as "uncool" because it doesn't solve the big problems of today's high performance software: parallelism and data locality. But that doesn't mean we should stop use it where it makes perfect sense (ie.. gameplay code). A smart programmer should be able to understand where it's right to use one paradigm or another.. rewriting your basic "GameObject" system because you think your few thousands pointers are slowing your game down and that, by rewriting it DOD will give you 20fps because some dude on the internet said so, is not really a smart thing to do.
  5.   Ok, but it makes me confused, if I take the salisbury diff (everybody wants a Lotus49 ) I more or less understand the concept of the ramp angles and how to derive torque bias ratios, but there are still clutches that provide the locking, and when it comes to exact figures I feel lost.   Example: The wheels have 100Nm and 300Nm road torques, that is 3:1 ratio, if we have a diff with 2:1 bias ratio, in this case it would "open". And then with the same diff if the wheels have 20Nm and 60Nm, that is still 3:1 ratio, and would "open" again. But, in the first case the clutches could resist 100Nm torque difference and in the second the same clutches slip at 40Nm difference. Somehow I have problem with this     mah I don't really think about bias. I have an open diff, to make a salisbury I just calculate the slip between the diff cage and the arms and apply friction from the clutches based on that, it all works out by itself. In your example, the reason why you'll have "only" 40Nm from the clutches is explained by the fact that, in order to have 20Nm+60Nm coming as reaction torque, it is likely your engine torque is also around that value.. thus the force trying to push the clutches against the housing is less than the force in your previous example with 100,300Nm... so it all balances out at the end.   BTW, great stuff both of you. Are you using some game engine for your things or custom code? Are you looking for a job perhaps? :P
  6. In netKar PRO I did it the "hard core" way.. had a turbo with its own RPM, inertia and so on.. exhaust spins the turbo, that produces pressure that goes into the engine. The relationship between torque and pressure is basically linear.. 2 bar = twice the torque, nothing complex there. For Assetto Corsa things are much easier because the data to feed into the "complex" system I had in netKar is basically impossible to find.. so, at the of the day what you have is the max boost for a car and the amount of lag in the system.. which is how AC is modelling it.. much easier to get to the target result quickly and more effectively. The blow off valve protects the engine intake.. when you close the gas you close the intake, but the turbo is still spinning and pushing air through the intake that now is closed or half closed.. this generates huge pressure that needs to be eliminated to avoid damage.. that is where the valve opens to relieve the pressure. An easy way to model it is to have an amount of pressure that can be handled by the intake as function of gas pedal position.. if the pressure is higher than that.. the valve opens.   You are right about the clutch pack differential, it doesn't turn into an "open" diff.. the clutches are still engaged creating friction... it's just that the difference of torque in the system is bigger than the clutches friction and the diff starts to slip.. but it doesn't turn into an open diff.
  7. I also see an increase of packet loss when I reduce the size of the packets, but not the rate. It seems that some routers prefer bigger packets.
  8. definitely missing the "I couldn't care less about iOS, Android and the remaining mobile bandwagon" option.
  9.   there is a very good chance they have been exposed to more different environments than somebody with less experience. I would say that it is the guy with less experience that is claiming to "innately"  know more about editors here ;)
  10.   at the end it's up to you what to do with opinions from people that have more experience. Personally I value those very much, and that is why I had my fair share of wasted days trying to get all these super-editors (emacs, vim, sublime, lately atom) to do something I could actually use to make my work better.. and all I ended up was wasted time... But I still did it because many devs that I respect seem to rave about it. So, unless you are working for an employer that has established tools, just use whatever you want.. as I've said.. nobody really cares.
  11.   look.. you are the one that dismissed a guy that took his time trying to explain WHY when the project becomes bigger the tools start to become more important, with a one liner: "You don't get the point of vim at all, do you?".. and now you're turning all drama queen on the entire forum? what's wrong with you man?
  12.   I know it might sound revolutionary but I'll drop it here anyway. Why don't you make a kick-ass game using whatever tool you think is "superior" instead of trying to look like the cool kid on a forum just because you think using X is cooler than using Y, and that anybody who doesn't get how cool you are is "just not getting the point"? Really mate, use whatever you want.. nobody cares... it doesn't seem like you have much to show at the moment. I'd be careful before bragging about "superior" tools and spend more time coding than on the forums.   Many professional devs answered the same way trying to point out the same things.. instead of trying to learn from people with more experience than you, you dismiss them (us) with "we don't get the point"? I understand you want to sell your stupid t-shirts. but that really doesn't make you look like a person really interested in learning something.
  13.   Considering the pedigree that's exactly what Go is good at. The entire networking stack, from the low level sockets to the very high level HTTP, page templating, json marshaling/unmarshaling is top notch.   I only have real experience with UDP sockets since I used Go for the game server of my game... apart from some weird naming (ie. "Dial" to create a socket) and the fact that you cant (by design) make the sockets non blocking.. the thing was really fantastic to work with.
  14. Go. It's as easy as creating a new folder and a new file in my "src" folder and, 3 lines after, I am ready to experiment. The nice thing is that it has the performances and the infrastructure to bring your "prototype" to full production without forcing a rewrite once you hit a "complexity wall".
  15.   C++   Last time I've checked.. you don't get "out of the box" (and, with many of the points below you don't get it EVER):   - Language aware autocomplete - Code navigation - Function parameter tooltips - Integrated debugger - Automatic jump to errors - Build system with multiple configurations, multiple targets, multiple projects with dependency management - Source control integration - Help integration - Fuzzy search system   I mean.. if you've been doing it cavemen style you don't know how it feels to do it 2014-style... at the end of the day, it's all about how much code you are expected to write. For smallish things.. notepad would do. As I've said.. I HAVE to write and maintain a lot of code, and I need all the help I can get from my tools.. I've got better things to do than learn another way to cut & paste.