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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 EddieV223

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  1. Why? Isn’t, “Doing a motivating new project in a new language,” the best way to learn a language? Sure you have to spend 5 minutes making a Hello World first. And then off to games. C++ is the industry standard. Take that for what you will based on what you plan to do industry-wise. L. Spiro   Lol are you serious?
  2. Most of the complex math is done for you when you use a game engine. Just know what the math function calls do and you should be set for the most part. If you come across something you don't know yet, just focus on learning that and solve that problem. Then keep moving forward.   Also there are plenty of books on game focused math. These aren't really the type of book you read cover to cover though. They make a great reference when you get stuck or need to look up how to do a specific thing.
  3. If you are adding the object in the ctor, you could remove it in the dtor, then you wouldn't need a smart pointer.
  4. I am a c#/c++/html/css/javascript programmer with experience coding/compiling/running on my machine only. I have recently got my hands on another computer and installed windows server 2012 64bit. I want to host a website on this with asp.net and run web services and SQL server. Basically I want to turn this into my web coding box for testing and learning.   I have no idea what I'm getting into or where to start. I installed the Server OS but now I have no idea what I'm doing. How do I even make a web page or web app/service?   I really need a book or some kind of intro to using a server for programming but my googling is not coming up with a good result. Does anyone know a book or other resource for someone who knows code but never got into the networking side of things? I don't want to get bogged down in tons of theory I just want to start writing code using this server.
  5. 90% of programming c++ is the same in other langauges. The memory management stuff is not in java but it's not a big deal if you can remember about pointers and allocation/deallocation. I wouldn't worry about it much.   I programmed c++ for 3-4 years then took a year programming only c#. When I went back to c++ for a project at first it was a little weird but it all came flooding back in as I started working within an hour it felt like home again.
  6. Like other people have said this question is very vague. I am suprised though that no one mentioned you could pass a void*. This allows you to pass the address of any class. However if you want to actually use this class you will need to convert it to something useful with casts.
  7. This book is awesome.   http://www.amazon.com/gp/product/1133776574?keywords=game%20coding%20complete&qid=1445614046&ref_=sr_1_1&sr=8-1
  8. I'd go the static class route. Since you won't have multiple "controls" there's only 1 player performing input at all times, this would indicate a good section of code to use static and/or singleton structure. This would enable anyone to query the state of the control system without having to be directly passed a pointer to it, just don't allow anyone to modify the state of the control system, probably only the "Game" class or message loop.   If you look into sfml and/or Unity, they both do this.   As far as this stuff.   Basically the question is : Is it a better mix of practice and performance to have a) classes have direct pointers to eachother, regardless where they are in the hierarchy and regardless how chaotic the endresult is (dozens of child classes pointing to eachother) or b) member classes access other classes by taking a detour and jumping through their "superior class" (in this case : StateGame) or c) should instead the "parent" class (StateGame) distribute the info (in this case : pointer to player) to its member classes (in this case Controls)?   a) and b) would mean that each frame the game would loop trough all member classes, which then request player info from their parent class (StateGame) c) would mean that each frame the StateGame class would loop through all member classes and the parent would distribute all the info the children need   What you need to think about is simple. Do the objects you are creating via new, have a owner. For example, when a game loads a scene it loads the textures/meshes/audio files and whatever else at level load. This means that any of the game objects in the scene that use these assets are referencing something that will be guaranteed to exist. So the game objects could just have pointers to those assets as the system they are in guarantees their life, therefor passing an asset pointer to a game object is not a "tangled mess" but a very well structured program, and very efficient too!   However your game objects could be destroyed at any time, say by player interaction, or game play scripts. This means their lifetime is not determinate. If one game object wants to keep track of another that could be destroyed at any time. There must be some kind of system used such as a smart pointer (shared_ptr/weak_ptr, intrusive_ptr(boost)) or some other reference counting or memory management system.   In the system described above the Scene would load all assets, then load the game objects that use those assets. When the scene is destructed, it will do that in reverse automatically as per the standard. So you see you can guarantee therefor use naked pointers to assets within the scene.   The point is, what objects do you know for sure have certain lifetimes/ownership? Use this to your advantage.
  9. try make_unique<pugi::xml_document>() for instantiation and replace .push_back with emplace_back.
  10. class MyObj { string myStr; int myInt; float myFloat; void WriteToStream(ofstream & file) { file << myStr << ' ' << myInt << ' ' << myFloat << std::endl; } void ReadFromStream(ifstream & file) { file >> myStr >> myInt >> myFloat; } }; I think the simplest way to do this is as above. The first method uses a stream to output the classes fields in order, with a ' ' delimiter. The second simply reads the same data back in and the stream will automatically know about the space for the delimiter since that's how streams work.   You can write any number of these to the same file and read them in until eof.   Otherwise if you really need something more complex, then you probably need to be using xml or json.
  11. The asset store is your best friend. Grab some of those free art packs like this one https://www.assetstore.unity3d.com/en/#!/content/8312 and make yourself some demos/prototypes to learn and figure out what kinda game you want to make. Then upgrade yourself to the full pack from the same company or anyone of the full game art kits on the store. https://www.assetstore.unity3d.com/en/#!/content/7101   You can find Unity books and tutorials all over the place, lots are free, some are not. I'd start with a good book that was released in the last few months that mentions Unity 5 and get cracking with your new found art pack. Good luck, also unity3d.com/learn has a ridiculous amount of content.
  12. In today's world deciding which language to use soley on language comparison is like trying to buy a painting when you're blind.   What you really need to do is find a tool set that allows you to make what you want to make. Here's why, say you pick c++, well great but what api are you going to use to draw? How will you even design your scenes without an editor? What about asset management and loading? ECT...   The reality is you need a tool set, not just a language.   That said there are a few good tool sets out there right now.   if you really want to stick with c++ then look into Unreal Engine. However I think your best bet as a beginner game developer and Java programmer is Unity with C#. Java and c# are similar in a lot of ways including GCing.
  13. http://unity3d.com/learn/tutorials/topics/developer-advice   Watch those videos.   Then you should either decide to use an existing engine or pick up a few libraries in you chosen language as your tool set. Then start playing around and try to make some very basic stuff like pong, breakout, ect... Good luck and don't forget that you will probably end up reading a ton of books/tutorials!   Above all else make sure the projects you pick to learn from are fun and interesting to you.
  14. Assimp is good if you need a library to do it. Also Blender can export obj by default.
  15. Unreal Engine is the next best thing to unity. It uses c++ for scripting. Also it's free like unity, with royalties though after a certain amount of income.   That said, I sometimes I find fun in just picking a few libraries and making my own engine.   Something like SFML, box2d, and Tiled would make for a decent 2d tool set.