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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.

Julio

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  1. I play college baseball, and we lift almost year round. Right now we lift three days a week, MWF. I think there is a better approach. Here's what I do when I lift on my own, and I've personally seen drastic results in this approach. Lift one day Upper body and arms, next day lift lower body and back, next day rest, then repeat. On a three day cycle like this you can really lift hard on your large muscle groups. It's been shown that large muscle groups, legs, chest, even biscep and tricep need two full days of rest the fully recover. One day isn't good enough. However, for smaller groups like forearms you can lift them everyday without much trouble, if you really wanted to. A lot of people try to do as much weight as they can for 4 reps or something stupid like that. Maximum muscle growth will occur after breaking down the muscle for 8-12 reps for 3-4 sets. It's also important to eat a lot of lean foods, but make sure to get a well balanced diet. I take two protein shakes per day when I work out along with three square meals a day and healthy snacks in between.
  2. If you all have taken enough math you'll find that pretty much everything is approximations. Just like Ilici said.
  3. Believe it or not they have compilers for writing compilers. I saw an article about it a few years ago on an old site. I'm sure you can use a search engine and come up with some good information.
  4. You'll probably get a better paying job with a degree in Physics than a degree in just CS.
  5. This may be a little off topic, but why does everybody here say vs6 is a piece of crap? sure it's outdated, but it's still a much cleaner IDE than .net. And, btw, I would argue that .net is a piece of crap because it's so bloated. If a beginner can get vs6 cheap I would go for it, it's not like it's unuseable, and it's 10 times the IDE that Dev-c++ is.
  6. Even in the old days they only used lookup tables for sin, cos type of functions or for sqrt()'s. It's just not neccessary for a simple operation like multiplication.
  7. Quintessential Player
  8. thanks, sounds like downgrading might best.
  9. When I set a breakpoint, and run the program in debug mode it runs over the breakpoint, where I know the code is being run, and I can't step through my program.
  10. hi, I've been trying to enable the debugging feature on Dev-C++ to no avail. What I've done is what the online FAQ said to do: Tools->Compiler Options->Settings->Linker and set "Generate Debugging Information" to "Yes". Then I rebuilt my project. Debugging still doesn't seem to work. To those who have used Dev-C++ before what else do I need to do? Thanks, Joe
  11. Fur Elise by Beethoven is a classic.
  12. OMG

    kewl