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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.

Agent1

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  1. The documentation is a bit confusing. The "offset" is the offset in the array that you supply, not the file you're reading.
  2. printf("\n The model predicts with an initial population of %i, a birth rate of %d\n" " and a death rate of %d, the population will be %i\n" " in %i years." "\n\nEnd: Model # %i", population, births/1000, deaths/1000, (population/1000000) * pow((exp(1.0)),(time * (births - deaths))), time, model); Is it just me, or are there seven arguments after the string and six placeholders in the string?
  3. I don't know that I'd use exceptions for checking input. You should expect that someone will try to send garbage to your function, so I think it might be dangerous to just use whatever you get and hope that it's stopped by an exception.
  4. How is it a security problem? What if you wanted to send someone a gift that you "paid" for with Air Miles? I don't see what you're complaining about since the system did exactly what you told it to do.
  5. As has been pointed out, infinity is not a number. My Calculus professor mentioned an incident with his son that illustrates this well... <Son> "My teacher said that infinity is the biggest number." <Professor> "Tell her that infinity plus one is bigger."
  6. 1. #include <vector> 3. You can still use malloc/free, but new/delete are considered "better" for some uses. Here's the FAQ entry for it.
  7. Obviously the University of Manitoba is superior ;) Even without Dr. Axworthy!
  8. I'll be brief because many others have already replied. If you have not already sent a letter, I suggest that you do not send that one. As someone who did not witness any of the situations involved, it makes me feel as though you are unstable. Gloating about your programming ability makes you seem arrogant to me. I would consider what you hope to accomplish with this letter and skip the summary of past events. If you only want an actual explanation of the reasons, just ask for one.
  9. Jack Layton and Gilles Duceppe will be pissed... ;)
  10. Quote:Partly solved by convention (e.g. ALL_CAPS for non-function-like macros) and habit (lots of parentheses). Also, I've never understood the type-safe argument. This is an honest request, similar to Conner McCloud's request for a type-safe macro. Can someone show me where macros are not type-safe? #define PLUS(X) (X++) int main(void) { printf("%s\n", PLUS("cheese")); return 0; } Maybe the compiler would complain, but the macro preprocessor wouldn't care.