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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 assainator

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  1. My recommendation is looking up simple scripting languages on the internet and look at its source. I found Ionscript to be particularly useful: https://github.com/keebus/IonScript
  2. Kind of reminds me of PLEX in EVE Online, something they have been doing, with success (afaik), for years.
  3. Thanks for the input. I remembered that I still had a Raspberry Pi around, so I'm currently using it in combination with gdb.
  4. Hello everyone,   I'm writing an ARM backend for a compiler construction course and I've been searching for an ARM emulator that lets me step through my generated code instruction by instruction showing me the values of the registers.   All the emulators and simulators I've found are aimed at running full applications and/or operating systems as fast as possible but they don't offer the features I'm looking for.   Examples of what I'm looking for: http://courses.missouristate.edu/kenvollmar/mars/ -- An emulator for MIPS https://github.com/atzedijkstra/ssm -- An emulator for the SSM architecture.   Does anybody know of any emulators that have the features I'm looking for?   Thanks a lot in advance for any help.
  5. I also recommend using http://en.cppreference.com/w/ over cplusplus.com for reference.
  6. From reading the replies, I conclude there are (a lot of) of downsides to ECS that haven't been covered in this article. Would someone be willing to write an article that tackles (some) of these downsides?
  7. I suggest you get nVidia nSight if you have a nVidia card, AMD Perfstudio 2 if you have an AMD card and Intel's equivalent if you have an Intel iGPU. Use that software's framedebugger to debug your shaders.
  8.   I'd say it would be possible to expose all functionality of the engine to a scripting language after the engine has been finished as that's simply a matter of writing the required interfacing code.   The problem would be that you would need a way to insert script execution to the main loop of the engine. Or you would have to move the main loop to the scripting language.   This could however pose a security risk. Normally the engine has the scripts running in a sandbox-like environment so scripts cannot harm the end-user or crash the entire application when a single script crashes. I do not know how good various scripting languages are at calling code in a sandbox-like environment. If they are not good at it, you have a huge security risk.   So it is possible depending on your definition of 'adding a scripting language to an engine without a scripting language', this is possible.
  9. OpenGL

    This topic should end up in the FAQ or should become a sticky.
  10. I've done several runs and inspected the last few packets after each disconnect. Everything seemed to be in order, the sequence numbers check out fine. I've also seen a few re-transmits, but within 10 minutes of a disconnect. Guess I'm going to try and process the received bytes myself. See if that's the problem.
  11.   Thanks I'll try that. How can I detect a collapsed packet in Wireshark?
  12. I've been trying to write an IRC bot in C# using a TCPClient. It connects and starts receiving commands, responding to the PING command with a PONG command. That's all.   However, for some reason it hangs after 30 to 40 minutes on the function to read the next line of data. I've inspected the PING and PONG messages using Wireshark and they look fine to me. The PONGs are also received by the server as I do see an ACK packet being received by my computer in Wireshark.   The weird thing is that it works absolutely fine for those 30 to 40 minutes. I suspect I'm doing something wrong with the StreamReader but after searching the web for a few days I'm stuck.   Would somebody be so kind as to look at my code? Thanks a lot in advance. public class Bot { private NetworkStream ns; private StreamReader reader; private StreamWriter writer; private Encoding enc; // The encoding used. /// <summary> /// Initialize the bot. /// </summary> public Bot() { enc = new UTF8Encoding(); } /// <summary> /// Connects the an IRC server. /// </summary> /// <param name="url">The url of the server.</param> /// <param name="port">The port to connect to.</param> /// <param name="user">The username to use.</param> /// <param name="nick">The nick to use.</param> /// <param name="realName">The users real name.</param> public void Connect(string url, ushort port, string user, string nick, string realName) { TcpClient client = new TcpClient(); try { client.Connect(url, port); } catch (Exception ex) { throw new Exception("Could not connect to endpoint.", ex); } ns = client.GetStream(); reader = new StreamReader(ns, enc); writer = new StreamWriter(ns, enc); writer.AutoFlush = true; Send("USER " + user + " 0 * :" + realName + "\r\n"); Send("NICK " + nick + "\r\n"); } /// <summary> /// Processes a command. /// </summary> /// <param name="command">The command to process.</param> public virtual void ProcessCommand(IRCCommand command) { if(command.Command == "PING") { Send("PONG :" + command.Parameters[0] + "\r\n"); } } /// <summary> /// Receives and processes a command. /// </summary> public void ReceiveAndProcess() { string line = reader.ReadLine(); if (!string.IsNullOrEmpty(line)) { Console.WriteLine("raw : " + line); IRCCommand cmd = new IRCCommand(); cmd.Parse(line); ProcessCommand(cmd); } } /// <summary> /// Sends a command to the irc server. /// </summary> /// <param name="ircCommand">The command to send.</param> protected void Send(string ircCommand) { Console.Write("sent: " + ircCommand); writer.Write(ircCommand); } }
  13. I first learned PHP, after that I read that C++ was used a lot in games. Thus I threw myself in the deep trying to learn C++. I was 15 years old at the time. It took a long time before I was able to produce something usable but it did give me a lot of knowledge about C++ and debugging C++. Some of my fellow AI students know from the professor a few things one should not do or try to avoid but they do now know why or what happens if they ignore this warning.   The only way you can truly learn a language IMO is to make a lot of mistakes. That way you not only learn what you should and should not do, but also why.
  14. OpenGL

    In my opinion there is room for both more lower level APIs like Mantle which one would only use for performance reasons and room for more higher level APIs which one uses if one wants to have shorter production times. It all depends on the application if it makes sense to choose Mantle.
  15. OpenGL

    With the huge performance gains I see in Star Swarm & Battlefield 4 and the export list posted above, I'm really excited to have a go with Mantle myself. Does anybody have a clue if and when a Mantle SDK will be released?