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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.

mark ds

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  1. Don't move the camera around the world - instead move the world around the camera, which should always be at 0,0,0. This will avoid needing any double precision hacks.
  2.  Regards the error, read this https://msdn.microsoft.com/en-us/library/ybk95axf.aspx (use sprintf_s instead).
  3. Are you asking how he opened the "Room Properties: room1" window? Well, I've never used game maker, but it looks like he right clicked on "Rooms", and selected "Create Room"... Or is this not what you're asking?
  4. ALL current motherboards (including the one you linked to) use the USB3.1 external chip hack, which means you only have access via the rear panel. To get USB3.1 on the front or top of a case requires Kaby Lake and the yet-to-be-released 200 series (Union Point) chipset. It's an important consideration for me - YMMV.   With respect to Battlefield 1... The 3.5Ghz i5 (no HT) will be slower than (or equal to) an i7 @ 3Ghz, unless the creators have pathalogically screwed up their multithreading: a quad core + HT is approximately equivalent to a 5 core CPU (i5 = 4 x 3.5Ghz = 14Ghz processing in total, i7 = 5 x 3Ghz = 15Ghz in total).
  5. Seriously, wait a couple of months for Kaby Lake if for no other reason than proper USB3.1 support on the motherboard & case, rather than the current hack of external chip + USB via SATA. Future proofing is just as important as outright performance. USB3.1 may have a slow uptake right now, but that won't be the case over the next 2 or 3 years (i.e. during the new PCs lifetime).
  6. Why not just render the image background image to an offscreen texture, add the yellow boxes, and then use this new image to zoom in on?
  7. Your texture is almost certainly sRGB.   An image file normally contains a sequence of RGB triplets defining the colour of each pixel. However, this doesn't tell us exactly what 'shade' the colours are. A colour profile steps in here to define the spectral properties of the RGB values in the image - so without a profile the numbers are meaningless.   Fortunately sRGB is the colour space of the internet. This means it's now pretty much universally accepted that any untagged images files (i.e. they have no embedded profile) can be safely assumed to be sRGB.
  8. You have a simple math problem   What if UpdateGame() & RenderGame() take 7000ms? At the end of the frame you're subtracting 1000ms, when in fact you should be subtracting 7000ms.   Read up on:   Dewitters game loop know you time-step Fixed-Time-Step Implementation   In that order
  9. One other major consideration, not yet mentioned, would be time stamping each event.
  10. Don't forget that OpenGL Next doesn't preclude the possibility of OpenGL 5, which might expose the new functionality via extensions therefore maintaining backward compatibility. This would be ideal for companies that have too much invested in current OpenGL.
  11. If you'd read as far as the second paragraph you'd notice:  
  12. Doesn't crash on a 560ti.   It's a driver bug - submit it to NVidia with as much info as you can.
  13. Are you sure your texture is tileable? It certainly doesn't look it. Try downloading a proper tiling texture, and see if the problem still exists..
  14.   The opengl swap_control_tear extension is exactly what you're after. It allows an instant swap if you miss v-sync, otherwise it acts as if v-sync was on.   Just to add: all you need to do is add wglSwapIntervalExt(-1)