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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 DoctorGlow

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  1. One has lower case c in class, the proper is upper case Class in you function name. C++ is case sensitive.
  2. I have used WingIDE, and it's very powerful, not free.
  3. But if it loads faster (possibly due to this optimization) it's still a win.
  4. IMGui has a sample/reference implementation for DX in the code. It should give you enough information on how to adapt that. For me I just simply used that file in my project and pretty much worked out of the box.
  5.   My preference is to have those outputs active at the same time. In your case were you are using Easlyogging++, you can just add OutputDebugString in their code right next to where it prints it out.   As a bonus, you could add an option for command line (or ini file) to turn outputs off. This way, you can disable file out, but keep VC++ output or vice versa. It's a nice to have but strictly not necessary.   Making a game is hard. Speaking from personal experienced, it is easy to get sidetracked and spend time on that sort of things. Stay focus and stay on track :)
  6. There are many logging libraries for C++. I would look at them and see if they fit or at least how they implemented stuff. It can be as simple as just file out, or as complex as http://www.pantheios.org/   For simple example: https://github.com/easylogging/easyloggingpp
  7. I thought while loops were different, because I can declare something immediately prior to the while loop, and access that data from within the while loop without needing to pass a value or reference.   Variable declaration outside also work with for and do loops. It is not constrain to while. I thought while loops were different, because I can declare something immediately prior to the while loop, and access that data from within the while loop without needing to pass a value or reference.   Variable declaration outside also work with for and do loops. It is not constrain to while.
  8. Sorry for down vote, tablet fat finger.
  9. I use 2013 and 2015 and both of them preserve tabs when I restart.
  10. +1 Josh Petrie about the 3d screenshosts.
  11. Your function: char * loadFromFile(char * file)   returns char pointer which points to local variable s (std::string). That s variable goes out of scope at the end of your function, hence you get garbage. C++ is already hard language and adding usage of raw char to it is asking for trouble. Do yourself a favor and use std::string instead of char *.   Some reading to get you started at http://en.cppreference.com/w/cpp/language/scope
  12. You could just create a separate project as static lib for those files yourself.
  13. VR is far more challenging that it looks (like many other things). To get some understanding of issues, I would suggest reading Micheal Abrash blogs for start, like: http://siliconangle.com/blog/2015/09/24/oculus-chief-scientist-michael-abrash-on-the-core-challenges-facing-vr-oc2/
  14. +1 for TinyXML