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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 invisghost

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  1. Ya, I just tried getting SDL+OpenGL to work, I did but its a little advanced for me. I had no idea what I was doing. I personally like Object Oriented coding rather then just having stuff where ever. I've tried HGE already and found it to be simple enough, but it wouldnt compile :P. I'm looking to support Windows & Linux and using just C++. I'd be willing to lose support for linux to a lib that is really good, but I'd like to support it. I'll look into SFML, is it just like SDL but with better hardware-acceleration?
  2. I mainly meant performance, but I could use some help with converting surface's formats without losing alphas. Are there any SDL Hardware accelerated libs that you would recommend? Obviously SDL+OpenGL is a big one (cause it comes with it) but I haven't heard of the other ones.
  3. Unity

    Cant believe this isnt already here, but the Source Engine (http://developer.valvesoftware.com/wiki/Source_Engine_Features) is one of the best engines ever. 3d, 2d, whatever its great. Now thats a big statement and theres plenty to back that up. One of the things that makes it so great is the editing tools, they all have a nice WYSIWYG interface and everything is optimized as much as possible. A major thing is that it is still being actively developed and maintained by a huge team (50 - 100+!) and if you cant tell by L4D & L4D2's success its far from being "Last gen".
  4. I'm a bit new to SDL and I've been working on a 2d engine using SDL for the past few days. I have some of the bare basics done (Image loading, Sprites, Tiles, ect..) I have a "Graphic" class which all other things that are drawn on screen inherit from: class Graphic { public: virtual SDL_Rect* GetDest() = 0; // Gets the Destination virtual SDL_Surface* GetImage() = 0; // Gets the Texture virtual void Draw(SDL_Surface* screen) = 0; // Draws the Texture to the Surface }; I do try and make sure that my surfaces are the same format as the screen (although having some trouble with tiles that have alpha). But I'm having trouble when it comes to clearing and updating my screen. Right now I have it updating everything (positions, input, ai) then having it clear the screen (I've tried both ZeroMemory and SDL_FillRect) and finally redrawing everything. It's quite obvious what that results in (low fps). I know I need to come up with a way to figure out what needs updating and what doesn't. I have both tiles (top and bottom) and sprites on screen so I'm thinking the sprites can be redrawn each frame but then it would also need to redraw the tiles that it intersects with but thats a lot of math per frame so its really complicated. Mainly I'm wondering how some other people have managed to over come this challenge, and if you have any suggestions on what to do.