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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. C# and the .NET Framework is the best book on C# I've read. Note that some of the new C# features covered in the latest edition (and one before that) are unavailable in Unity.
  2. You're the boss of your project directory structure! It is what you say it is, and therefore there are no assumptions made. If you insist on future-proofing, you can define a variable in the top-level CMakeLists.txt that would hold the include directory for library. Then use it in another_library CMakeList.txt. Do whatever makes the overall structure clearer to you. I have no opinion either way. On Linux: probaby under /usr/shared/app or /usr/local/shared/app. On Windows: in the installation directory. I haven't the foggiest about OSX. HTH
  3. Generally, you shouldn't mix runtimes. That is, it is not safe to use a library that has been linked with a MSVCRT (MS Visual C Runtime) version other then the one you're linking with yourself. And each release of VS has its own version of runtime.   If a library doesn't provide a binary version linked with your runtime, you have no choice but to build the library yourself.
  4. There should be an option in the BIOS to disable automatic overclocking.
  5. Here are the limitations on physical memory for Windows systems. If you have Win8 or Win7 Professional or higher you'll be fine.
  6. Huh! I didn't know that. Thanks for the correction.
  7. This is just a nitpick, but I believe that `int main(int argc, const char * argv[])` is, in fact, not a valid signature for `main` function. Standard sayeth `int main(void)`, `int main(int argc, char* argv[])` or equivalent.
  8. OT   Out of curiousity, why did you decide to switch from LuaBridge to luabind?
  9. There is also Crystal Space which, together with its sister projects, might be worth checking out.
  10. I think that Mercurial should be mentioned too. You can read all about it here.   Both work on the same principle, but Mercurial (or simply hg) is considered more newbie friendly then Git. It has simpler interface with fewer options that "do the right thing".
  11. Why not make it a parameter of `ModelCache`'s constructor?
  12. C++11 smart pointers are thread-safe. So sayeth the Standard.
  13. I don't understand this strategy. Why weak_ptr? The users will have to lock and check for expiration everytime using the asset. If you already have shared_ptr in the manager, why not for the users?   Because they're users. Giving out only weak_ptr's opens up the possibility to, f.ex. unload some resources that aren't actually being used in favor of some other high priority resources. This would need some mechnanism to avoid thrashing, tho. If you used shared_ptr instead, you wouldn't have the possibility to track actual usage.
  14. I disagree.   Having a shared_ptr in asset manager and handing out weak_ptr to asset users is a solid strategy.