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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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About Celeborn09

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  1. Thanks! This is all really helpful information to get me started. I'll take a look through all these articles and give all this a try here soon.
  2. Ok, thanks! This helps a lot. So just a few last questions to clarify for myself:[list] [*]what would you have HandleInput() do within an individual Object::Update? [*]what are some examples of what m_Events.Update() might include? [*]If opjects are being moved one at a time, where would collisions be handled? Would that be within m_ObjectManager.Update after all the individual Object::Update methods have been called? [/list]
  3. So far, I've made a few small simple games in the past using visual c++ and Windows GDI. More recently in the past year, I've been wanting to develop more complex games and have learned through books and online tutorials about AI techniques and I have a decent understanding of how to use DirectX. My problem is I don't know how to structure my main game loop. Essentially, I want to create my own simple game engine. I know there are plenty of game engines out there, but I want to do this as a learning experience more than anything. Here are the three main things I know that I need in my loop.[list=1] [*][u]Graphics update[/u] -- runs more or less as fast as it can [*][u]Physics update[/u] -- from what I understand, this should run every predetermined set period of time to limit the number of odd physics related bugs that I see. [*][u]AI update[/u] -- this takes care of computer "strategy", pathfinding, etc, and should only be run much less often when compared with the graphics or physics updates. [/list] Based on what I've ready, the sudo code way of how I imagine this going looks like this: [CODE] #define PHYSICS_DELAY 30 #define AI_DELAY 500 . . . while(!exit) { if (time_since_last_physics_update > PHYSICS_DELAY) run_physics_update(); if (time_since_last_ai_update > AI_DELAY) run_ai_update(); run_graphics_update(); } [/CODE] However, this means that the time required to make it through a single loop is highly variable. It might just run the graphics update (hopefully not because from what I read, the physics should be updating about twice as fast as the graphics) or it might run all three updates. I'm sure I'm missing something because this doesn't seem right to me at all. Could someone please explain to me how a game loop should work? Everything I've seen up to this point that tries to explain it leaves out one part or another.
  4. I am currently making a basic 2D game and need to determine when a ray (your sprite's laser) collides with a rectangle (the enemy). I also need it to determine which rectangle the ray collides with first and have it return to me the point where the ray and the edge of the rectangle intersect. I would like to know if there is a simple method to calculate this and what the process is for checking this single type of collision as in my game, no other collisions are taken into account. Thanks in advance for your help.