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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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  1. I would recommend C++ (specifically, the C++11 standard) as a good place to start off. It's not a hard language to learn. What makes it hard are features that beginners just don't need to worry about. The standard library contains many gems, and there are a plethora of GUI, physics, graphics, etc. libraries available to you as well. Another benefit with C++ is that, later on, you can expose your library via .dll/.so and interface every language that can load them (Java, Python, Lua, C, D, whatever). That said, why not start with Java and target Android. If you download the package that Google offer, you are good to go. Eclipse makes learning Java exceptionally easy and what you learn from Java, you can take with you to C++, for example. Point is, make a decision that suits your needs. We will pretty much just tell you what we like based on our experiences - that is, after all, what a general consensus is ;)
  2. [quote name='noizex' timestamp='1354041989' post='5004608'] [quote name='BigDaveDev' timestamp='1353870914' post='5003980'] -snip - [/quote] FYI, Microsoft released CTP about a month ago ([url="http://blogs.msdn.com/b/vcblog/archive/2012/11/02/visual-c-c-11-and-the-future-of-c.aspx"]http://blogs.msdn.co...uture-of-c.aspx[/url]) that supports variadic templates and few more nice features of C++11. They haven't yet updated Intellisense so its a bit weird because you will get syntax error in some places but it will compile. I used it in my main project for a while and didn't encounter any errors. It can be downloaded from here: [url="http://www.microsoft.com/en-us/download/details.aspx?id=35515"]http://www.microsoft...s.aspx?id=35515[/url] I'm not sure when these changes will be incorporated into main version but lets hope it will be soon [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Thanks! =D Worth noting, though, that the standard library is NOT updated with this CTP. This means that the following won't work: [CODE] std::vector< int > my_ints = {1, 2, 3, 4, 5}; // won't compile // Neither will this... for(auto i: {1, 2, 3, 4, 5}) { std::cout << i << ' '; } [/CODE] since that relies on library features... Still, getting closer!! At least now I can begin prep-ing my g++4.7 projects for MSVC a little at a time
  3. I really can't recommend [b]against [/b] [CODE] system("pause"); [/CODE] enough. Especially when you can have highly portable functions available to you in the standard library. I prefer to use something like: [CODE] void pause_console(char const* message) { std::cout << message << std::flush; std::cin.ignore(std::numeric_limits< std::streamsize >::max(), '\n'); } [/CODE] Benefits? Independent of IDE in use and is platform independent. Incidentally, the MSVC compiler in VS2012 is perfectly fine. I would recommend sticking with it on the Windows platform. In fact, the only reason I use g++ on Windows is to experiment with variadic templates among other things that VS doesn't yet support. For the simple stuff, though, don't sweat over compiler differences too much. Your results should be the same regardless.
  4. #Up is making it's way in the post! I love #Pixar and now #LoveFilm.se
  5. 2 rok uthyres | Göteborg | Blocket http://t.co/Q8HqLAxS
  6. Just watched #Wall-E for the first time. He's so frickin' cute!
  7. How Google's Self-Driving Car Works - IEEE Spectrum http://t.co/Ek9uEj3x
  8. Beer bread - done; beef and ale casserole - cooking; dumplings - TBA; beer - disappearing fast :D
  9. Thank you @HazelMcKendrick for bringing that into my life! Beautiful blue square of selection :D #productivity++
  10. Joining the popular #pannkaksklubben at work today. Pea soup and pancakes every Thursday. Becoming more #Swedish as time goes by...
  11. Getting my hands dirty with some VB Script... Automating processes == win?
  12. Hell yeah: http://t.co/mXHBlgm :D Already using some of it in #vs2010 and #gcc4.7
  13. Dimension agnostic math library well under way and turns out that #boost have included the same thing in the new release. #whybother :D
  14. Always great when someone posts about 500 lines of their own code into the comment section of someone else's article...
  15. Daft Punk really did a great job on the TRON: Legacy soundtrack. The Reconfigured version is pretty decent too :) #soundgasm