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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. It looks to me like this should be in Buisness and Law. The discussion has just been about the legal issues.
  2. By the way, if you are looking for other algorithms, Connect 4 has been completely solved. You could just store a database of moves if you want.
  3. Thanks for the suggestions. I tried googling before, but I didn't even know what terms to look for.
  4. Maphacking is impossible to prevent in a lockstep simulation. I would like the point out that you can sometimes find ways to reduce the risk though. For example, in Warcraft 3, one popular way to defeat maphacks was to hide a malformed lighting event in the fog of war. If the client tries to render it, it would crash instead. Of course, this only worked for two reasons: 1) the client was proprietary and hence difficult to modify. 2) Most cheaters are not knowledgeable enough to make their own hacks, and hence don't know how to get around this Of course this won't work at all in an open source game, since this is essentially exploting an easily fixed bug. In fact, once the method of maphack detection is known, hack authors can easily modify to get around it even if the client is difficult to modify, (for example in Wc3, one popular workaround is to only reveal the minimap).
  5. One other thing is that you shouldn't be using delta time like that anyway. At the very least, physics should ALWAYS be done in fixed time steps.
  6. I second the recommendation to switch to smart pointers. As a beginner you shouldn't do everything the hardest way possible just because you feel like you need to learn everything at once. And besides, even once you learn about manual memory management, you'll still be using smart pointers 99% of the time anyway. Generally, the only times you should use raw pointers are where performance is critical (like writing a library), or you have to interface with a library that uses raw pointers (which is most of them).
  7. Well I wasn't sure about the section, but I figured this was the best fit, since it's closely related to image recognition.
  8. Is there any information about techniques for removing compression artifacts from cartoon like images? What little information I've been able to find about compression artifact removal focuses on photos. However, it seems like it should be possible to do much better with cartoon like images due to the knowledge that the image mostly consists of large flat areas and sharp lines.
  9. How do you handle UIs in your games? In previous games, I've done it by manually drawing images with SDL, but for more complex interfaces that quickly becomes unweildy. Also, don't suggest Qt, becuase I can't get it to work.
  10. I was already planning to do the physics in C++, but I figured it might be easier to do all the UI stuff in Python.
  11. My Python FPS increased to about 30 once I started printing out the time only once every 16 frames. The C++ version you posted gives me about 230FPS. I've got Pentium Dual core 2.10 GHZ with 3Gb RAM and 32bit Windows 7. I'm also running CPython 2.7.2
  12. [quote name='alvaro' timestamp='1333563238' post='4928265'] No, even then you are usually better off using complex numbers or vectors instead. [/quote] Using vectors is usually better, but you can't use them for every purpose. For example, suppose the player can aim in different directions by pressing left and right. You'd expect that pressing left followed by right will leave you facing in the same direction you were before. You can't use a vector because doing so will accumulate rounding errors, so you'll never return to the same position. In that case the only possible representation is an angle. Basically, for physically simulated rotation, vectors are better, while for rotation that comes directly from the UI, angles are better. Anyway, I consider udnerstanding of unit vectors and rotation matrices to be trigonometry anyway, so it doesn't really matter.
  13. [quote name='alvaro' timestamp='1333562116' post='4928257'] Why do you think trigonometry is needed? You can stay away from using angles pretty much all the time, and code tends to be simpler and have fewer special cases when you do. [/quote] Unless of course, you have anything involving rotation or aiming.
  14. If you want physics, at the very least, you'll need multivariable calculus and linear algebra.
  15. [quote name='rip-off' timestamp='1332592065' post='4924868'] You are not printing FPS. You are printing total milliseconds / total frames, or the average number of milliseconds per frame. Here is my distillation of your code: [/quote] I already accounted for that. It printed out 54ms per frame for me, which comes to 18FPS.