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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 AIRmichael

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  1. Such a particle does not look nice when its gigantic when you're close I think. So that is the reason I think. Maybe increasing the amount of particles when you're getting close might be a nice trick.
  2. Thx, it looks awesome!:)
  3. Can I see a new screenshot just for fun? If you have time:)
  4. Quote:Original post by patrrr Thanks for your response. I thought of that, but I want to be able to color code the pixels depending on what kind of data it is, like a network data graph; the height of each position is the number of packets, but I can also set all the pixels from Y number of packets down to 0 with different colors to tell what kind of data it was. What if I have a 256x64 texture updated once every second, will it still be too slow and spike the frame rate notably on a modern computer? I did it once before, updating a 256x256texture in real time. It is slow, but not that slow. Still getting a reseaonable framerate... but you probably have to test it yourself:)
  5. Hey, What I have heard is that gl for gtk is very buggy. For myself, to use GTK anyways, I have my gl application as a seperate thread from gtk, instead of useing gl gtk. They are not sharing the same windows this way, but it works:) Greetings, Mic.
  6. There is also the default GLUT for Linux I think, v3.7 . :)
  7. You might want to try GTK. Allthough I dont know completely all it's functionality(its huge)... but the linux graphical interface is build in it so...
  8. It is like comparing spaghetti with french fries :P
  9. LOL I think its quite logical this does not work. I am swapping around like half a gig of ram within a second useing a slider in a interface. That is like crazy, swapping around faster then the machine can handle.
  10. The init is actually more like this: ( a per row initialisator ) int allrows = 9; int *array = new int*[allrows]; void init(int therow) { //init array[therow] = new int[colls]; } But initialisation is ok. I will now try to delete all the pointers and see if it improves alot more. The reason I reserve like 80 mbs, is that it is a medical application, and lots of genome data has to be loaded. (huge data files). Greetings, Mic
  11. Thanks for the quick reply. The reason that I only want to delete a row, is because of memory. Each row is like 80 mb in ram memory. I would also like to delete the pointer of that single row by the way. If I delete only the row like you showed in your function (I did it before), and create the row again,delete it again etc, then the memory useage keeps growing. So it seems that not everything is deleted (It only deletes about 20%).
  12. Quote:Original post by scottdewald // Init int *array = new int*[rows]; for (int i = 0; i < rows; i++) array[i] = new int[cols]; ... // Cleanup for (int i = 0; i < rows; i++) delete [] array[i]; delete [] array; You may want to consider using std::vector< std::vector<int> > though to eliminate possible memory problems. The initialisation is the same how I have done it, just forgot to post the loop:) The problem is however, the deletion. The deletion/cleanup is what I would like to do in my function, only for the row I specify with that function, and not all rows. So in theory my function should work right?
  13. Hey, My program crashes when I try to delete a row from a 2 Dimensional array when I call my "delete row function" for the second time: (0)345908230 (1)212020231 (2)xxxxxxxxx <--- I want to remove this row from memory, (3)ooooooooo <--- after I deleted that one. This is how I do it at the moment (simplified): //init int *array = new int*[rows]; array[rows] = new int[colls]; //delete function void deleterow(int RowtobeDeleted) { delete[] array[RowtobeDeleted]; delete[] array; /* !!! when this line is added, the program crashes when this function is called another time for another row */ } It might be logical that if "delete[] array" is called for the second time, that it crashes, but how do i delete all the colls of a row then? How do I specify that all colls have to be deleted of only a specific row? Thank you in advance
  14. What I know about random numbers, is that they are generated useing PI and time. I am not sure how to do it at the moment, but it has to do with just walking along PI and get the decimal out of it for that moment. Greetings, Mic
  15. OpenGL

    Quote:Original post by Simian Man The really weird thing is that I had the exact same problem with a course last semester! My snow was grey too. Too weird! Maybe he follows the same course;)