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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.


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About BenMatlock

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  1. [quote name='Slavik81' timestamp='1348878723' post='4984910'] [quote name='swiftcoder' timestamp='1348869994' post='4984880'] Ja, I'm quickly starting to miss C++ templates. I'm going to have to unlearn my template-centric coding style for C#. [/quote] There's a number of aspects of C++ templates that bug me. Stuff like this in particular: [source lang="cpp"]void function(const std::vector<Objects*>&){} void constFunction(const std::vector<const Objects*>&){} std::vector<Objects*> objectList; function(objectList); constFunction(objectList); // compile error[/source] Do C# generics let you do that sort of stuff easily? [/quote] There is no such thing as "const" in C#, so that's a non issue. However, it's normal that it doesn't work in c++. An array of const objects is not all all the same type as an array of non const objects. You can't expect implicit conversion of those two types. If you want to guarantee what I suspect is your wanted behavior, you should use a container where the element access function/operator returns const member if the container is const: [source lang="cpp"]object* array &lt object* &gt ::operator[](int i); const object* array &lt object* &gt ::operator[](int i) const;[/source] with those two functions: [source lang="cpp"]void function(array &lt objects* &gt &){} void constFunction(const array &lt objects* &gt &){}[/source]
  2. From what i see, your texture list is vector<cTexture>, so your textures are held by value. If you add a new one, you might reallocate the vector's buffer which will copy then destroy all your existing textures. I don't know how your cTexture class handles being copied, but it has a good chance to be the issue. You should insert the textures in the manager by pointer, by dynamically allocating them with new/delete (or something that wraps those, I won't get in the smart pointer topic here [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ) This way reallocating the vector will only move the pointers around, which won't destroy/affect the texture objects themselves.
  3. OpenGL

    Not using shader by itself is deprecated in OpenGL >= 3.0. So if you want to get up to date you have to move to using them. If you want a replacement for the old gl matrices functions, you might want to look at something like glm (http://glm.g-truc.net). Its a math library focused on interacting nicely with opengl, so it might be close to the old interface. I haven't used it myself though.
  4. We would need more code/context to see. And what is the assert? It could be that someone else is illegally writing in/around that memory block, going outside its bound and corrupting the heap, so the delete/free function can't find a valid memory block header or something like that.
  5. In your constructor, name = "" makes it point to memory that is NOT heap-allocated (with new[]). It points probably to static memory. And you should NEVER delete this memory. You should strdupnew your empty string too.
  6. There is a parameter you can set which is the "agent height" or something like this. I don't remember nor have access to the exact name. Recast will check if there is enough clearance to fit that height and should flag and cull the regions accordingly.
  7. I did a graduate level degree in game development, and we created 1 "complete" 3d game per term. Including sound, animation, AI. We were 5 in the team. For both, the appearance was not awesome, we had to deal with models and textures found online and we only designed a single level for each. But otherwise it looked pretty impressive (to us at least :) ) The first was a racing game built completely from scratch (only using directx, and other low-level stuff). The second one was an action-adventure multiplayer networked game. Not exactly an FPS, but on the same technical level. The gamewas much more advanced, but we used Ogre, PhysX and FMOD to save time. (Though IMHO Ogre was more a PITA than anything). So yeah, 3 month each. It's possible. And it's a lot of fun!
  8. The "root" directory for the application in Debug and in Release is not the same, and it also depends if you are launching it from inside VC++ or directly by double clicking the executable. It might not find the database input file correctly, so it does not read the player structure from the file and cannot pass it properly to the player constructor.
  9. OpenGL

    Quote:Original post by Demirug The OpenGL ES for PS3 doesn’t count as it is not useable for real games. I would have to disagree with that. I'm a programmer on a very real, and very big game, and most other games are using our engine in my company, and the PS3 version of the engine is made in OpenGL ES. It works fine.