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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 SriLumpa

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  1. I'll try a different approach for giving my 2 cents First, you should come up with a game idea. Then, if that game would play nicely with a touchscreen, go for android. Otherwise PC. Comparing the development frameworks does not make much sense to me. Both platforms have good tools. I have tried libgdx and it's good. I have not tried SFML but people seem to like it, so it must be good too.
  2. It is called an "anonymous class", I think.
  3. It does not seem possible. How about creating another method, like toString2, and "sometimes" call it instead of toString.
  4. Not really debating, but you can try [url="http://libgdx.badlogicgames.com/"]libgdx[/url].
  5. The author of this book is also the author of the libgdx engine, so I don't think he would advise to roll your own. I don't know the book, nor how/whether it uses the engine, but my guess is that what is done in these first chapters has been judged beneficial and good things to know, even if you use an engine in the end.
  6. [quote name='Knight52' timestamp='1319303168' post='4875372'] class A is a button and class B is "Mine Button" in MineSweeper. [/quote] Actually the interesting thing to know is, how do the various B classes differ, and can some of them have several "functionIwantToPass" ? Assuming they don't, here is a solution: [code]class A { virtual void action() = 0; public: void activate() {action();} }; class B : A { void functionIwantToPass() {...} void action() { functionIwantToPass() } };[/code] Sorry I you already knew, or if this is not suitable. But I think it is best to learn simple things first, before function pointers.
  7. It is a terribly classic answer, but: could you describe more precisely what you are trying to achieve ? From your simple example, it seems that just using a virtual method would do the job, without using any function pointer.
  8. I'm not an expert on threading at all, but in my opinion, you avoid this by having functions that document the fact, if they are threading behind the scenes. Also, if they are doing really heavyweight things, maybe job spawning overhead is relatively not that important.
  9. [quote name='nuclear123' timestamp='1317446836' post='4867876'] is there anyways to have my compiler or preprocessor do the following with my code. if (1) everywhere there is a hardcoded C string add a .txt at the end? else continue compilation [/quote] Not that I know, but you did not mention the compiler. I would suggest: if the change is definitive, to make it with external search/replace tools. Else, make it dynamically in the code, where/when it is needed. Anyway, as many people could tell you: - it's bad to hardcode a lot of things - what are you trying to achieve ? give a small example
  10. I suggest [url="http://libgdx.badlogicgames.com/"]libgdx[/url], that comes with a few simple example games.
  11. [quote name='NicoLaCrevette' timestamp='1314981338' post='4856812'] I think handling exceptions in C++ is more expensive than simply check a boolean value .... (?) [/quote] I'm not competent to debate that, but in this case, there is not even the need to debate: the OP didn't say that this code was to be as efficient as possible. The famous "premature optimization etc...". And I doubt that texture loading code is called often.
  12. I think throwing an exception is the correct way to indicate a failure of construction. Along with using RAII in order not to leak resources (fp in your case).
  13. [quote name='RecycledBytes' timestamp='1314421821' post='4854324'] Now if "s" was a copy rather than a reference it would be an object created inside the caller method and hence does not violate the Demeter. Otherwise, it's manipulating "obj's" data member directly. [/quote] I think it's exactly this. if the Something belongs to obj, then tell obj to do whatever needs to be done with it, so that you don't have to care what the Something is. (as ApochPiq said). Of course it supposes that you can refactor everything. If you don't have control over obj, you can't do much. It's about a bit more than just readability. And even then, I wouldn't say "only readability", as it's so important !
  14. From the album my gallery

  15. You can try with just:[code]-L/usr/lib -lalleg-4.2.2[/code]You can check the lib file for symbols. Reproducing (or not) manually outside of codeblocks would also give hints.