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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 bladeofodinx

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  1. don't know what client your using but svn CAN ignore more than just a folder [ and have those settings not just be client side only! ] TortoiseSVN can ignore folders, files [recursively even] and i would bet also by using a regular expression too.   Nowadays i actually use Mercurial with sourcetree but TortoiseSVN is still nice and good and easy.
  2. fmod can do that!
  3. change void foo_api (std::vector<type>& ref_to_my_populated_vector); to void foo_api (std::vector<type, my_stack_allocator>& ref_to_my_populated_vector);
  4. out of random interest i tried making my own and this is what i made I found it to be on the slow side....with the for loop causing a big slow down. I think i'm going to blame java slowness on this abit. my fps was around 2200 for res:200x200 390: for res:640x480 80: for res:1260x870 I say try to avoid setting all pixels all the time OR greatly reduce the amount of pixels [ via graphically scaling up or something ] import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import javax.swing.JApplet; import javax.swing.SwingUtilities; import javax.swing.JLabel; import java.awt.image.*; import java.awt.Canvas; import java.awt.Graphics2D; import java.awt.Dimension; import java.awt.image.BufferStrategy; import java.applet.Applet; public class PixelRenderer extends Applet implements Runnable { private Thread mainthread; private Image gfxbuffer; private int gfxlastwidth = -1; private int gfxlastheight = -1; private BufferStrategy bufferStrategy; private Canvas drawArea;/*Drawing Canvas*/ public void init() { drawArea = new Canvas(); setIgnoreRepaint(true); } public void start() { if (mainthread == null) { mainthread = new Thread(this); } lasttime = System.currentTimeMillis(); fps_timer = lasttime; mainthread.start(); } // Executed whenever the browser leaves the page containing the applet. public void stop() { mainthread = null; } public void run() { game_init(); drawArea.setSize(new Dimension(getWidth(),getHeight())); game_resize(getWidth(),getHeight()); add(drawArea); drawArea.createBufferStrategy(2); bufferStrategy = drawArea.getBufferStrategy(); //Thread.currentThread().setPriority(Thread.MIN_PRIORITY); while (true) { if ( drawArea.getWidth() != getWidth() || drawArea.getHeight() != getHeight() ) { drawArea.setSize(getWidth(),getHeight()); bufferStrategy = drawArea.getBufferStrategy(); game_resize(getWidth(),getHeight()); } game_update(); // repaint(); Graphics g = bufferStrategy.getDrawGraphics(); game_render( g ); g.dispose(); if(!bufferStrategy.contentsLost()) { //Show bufferStrategy bufferStrategy.show(); } } } //===================================== int[] pixels; int pixel_width; int pixel_height; long lasttime; long fps_timer; long fps_count; long fps_lastvalue; MemoryImageSource dynamic_source; Image dynamic_image; public void game_init() { } public void game_resize(int w, int h) { pixel_width = w; pixel_height = h; pixels = new int[w*h]; dynamic_source = new MemoryImageSource(w, h, pixels, 0, w); dynamic_source.setAnimated(true); dynamic_source.setFullBufferUpdates(true); dynamic_image = createImage(dynamic_source); } public void game_update() { long curtime = System.currentTimeMillis(); long diftime = curtime - lasttime; lasttime = curtime; fps_count++; if ( curtime - fps_timer >= 1000 ) { fps_lastvalue = (long) ( (float)1000*fps_count / (float)((curtime - fps_timer)) ); fps_timer = curtime; fps_count = 0; } } public void game_render(Graphics g) { g.setColor(Color.black); g.fillRect(0,0,getWidth(),getHeight()); //change the pixels array //int pixelindex = 0; for (int pixelindex=0;pixelindex<pixel_height*pixel_width;pixelindex++) //while (pixelindex<pixel_height*pixel_width) { /* pixels[pixelindex] = (255 << 24) | (((int)(255*Math.random())) << 16) | (((int)(255*Math.random())) << 8) | (((int)(255*Math.random())) << 0) ; */ pixels[pixelindex] = (255 << 24) | ( (255) << 16) | ( (0) << 8) | ( (0) << 0) ; //pixelindex++; } //let the dynamic image stuff know that the pixels have been changed dynamic_source.newPixels(); g.drawImage(dynamic_image, 0, 0, null); g.setColor(Color.yellow); g.drawString( "size:"+this.getWidth()+","+this.getHeight()+ " fps:"+fps_lastvalue,50, 50); } }
  5. if that code is happening each frame, your doing far too much first of all, byte[] pixels = new byte[width * height]; should be created once and reused can you avoid doing all that junk at the bottom of the code and just use the MemoryImageSource technique? as for the double for loop with the switch in it [ahhh!] you can at least get rid of the switch be having the particle know what color it is ahead of time [ more memory but you can get rid of the switch ] Also the probably best solution would be getting rid of the double for loop copy code entirely by making the particle update code directly edit the pixel array as they move around at least that's what i'd try
  6. i would try have a precreated array of pixels which is what you actually work on and you render with that instead of setting one pixel at a time might want to look into this function g.drawRGB(int[] rgbData, int offset, int scanlength, int x, int y, int width, int height, boolean processAlpha) Another option if that doesn't work is creating a mutable image from an array of pixels ( just like before ) and drawing that image http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/MemoryImageSource.html
  7. you could always use winforms with managed c++ [though that might affect pure c++ learning a little bit]