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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 SenatorBobDole

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  1. I think a lot of people have some miss information about the story as well. The news where I am at is telling it as if the coach saw it, told someone, and then didn't say anything else. It seems that someone else saw it and reported it to the coach who then reported it to his boss. It seems like the coach is being made the scapegoat for the people hire up that decided not to act.
  2. Your method getNumber is returning a reference to an object, essentially a pointer. So you're printing a pointer which is a memory address, and that is why it seems like you're printing a random number. If can either have getNumber return the number that you want, or you can over ride the objects toString method to print what you want. A couple options for you.
  3. There's always the possibility they won't find out. But if they do you won't be fined, you'll be sued. That means you have to pay fines as well as pay for court costs. Having something like that on your record could also make it hard to be hired by a software/game company. Short answer, don't do it. It isn't worth it.
  4. The problem has to do with what Telastyn said, that the hard drives are actually analogue. The area that is considered a "bit" is composed of tiny granules. If you were to go through and write a 0 over every bit on the hard drive only once, some of the granules in the bit area might not get converted, and a computer forensics specialist has equipment that looks for this. As was mentioned before, writing 0's to the disk multiple times helps to make sure that the granules have all been converted.
  5. Unity

    WordPress IS a CMS, to answer you're question Deah&Taxes. Wordpress is really easy to set up, they call it their, "Five Minute Installation" and while it might take more than five minutes, it IS really easy.
  6. @A Brain in a Vat: That's where the stealth comes in. ;-) Other than stealth, I think a big part of it is that these heroes are the best of the best. The "regular" army either doesn't have magic to protect themselves, or not enough magic. I agree that it could be written better. Like having it so the army engages other enemies while you take on the big bad guys with the special magic/weapons/sacred items that you have.
  7. I like the idea of using web technologies to deliver the document. Maybe have it in a local folder so it isn't public. Of course, if it is a company doing this, a wiki on the companies intranet would be easy to set up.
  8. I thought at first he was asking how to tell if two vectors will meet at the same location. I guess he is asking if two vectors intersect. That is a slightly more complicated question that I didn't know off of the top of my head so I googled it. But it is late and I wasn't finding anything that looked familiar from Calculus, but there are a few sites out there with how to calculate this. Sorry for the incorrect answer before. As far as the number of solutions, this will have three types of solutions; no solution if the two vectors do not meet, a single solution at the point where the two vectors meet, or infinite solutions if the two vectors are starting at the same point and traveling in the same direction.
  9. Adding the velocity/vector to your starting points will give you your ending points, so you can just compare the ending points to see if they would end up at the same position. Here's an example: Say you have 2 2D Points a, b where a = (2, 3) and b = (0, 0). The 2 points each have a 2D velocity vector A, B respectively where A = <9, 7> and B = <12, 9>. The end points for a and b are a' and b' respectively, and we calculated them like so: a' = a + A = (2, 3) + <9, 7> = (2 + 9, 3 + 7) = (11, 10) b' = b + B = (-1, 1) + <12 , 9> = (-1 + 12, 1 + 9) = (11, 10) So a' is now at (11, 10) and b' is also at (11, 10). My example is in 2D, but making the switch to 3D should be trivial.
  10. [quote name='DaveMS' timestamp='1306015914' post='4813985'] ...And I mean no offense to americans, I know most of you are perfectly normal... [/quote] If you want to see how crazy it can get over here, google "Westboro Baptist Church".
  11. Actually, I'm not sure about SDL on windows, but it uses OpenGL on Linux and Mac OS. The instructions for using SDL will tell you which libraries you'll need. I dabbled in it a long time ago, it is not too hard to learn.
  12. Yes and yes to your two questions. But I wasn't endorsing using other engines. I was saying to build the game from scratch. Then you'll have a better idea what kind of things are needed in a game engine. Then make another game and see what is needed for that and so on.
  13. I'm also a CS student who had been out of school for a while. I remember how frustrating it was to relearn a lot of what I ha forgotten in Algebra. Your curriculum should take you through Calculus, and if you need to take math electives like I do, go with linear algebra. I agree with Ebontide, that you need to start with the basics and build a strong foundation in those. Also, before someone else says it, when you get the basics down, try building a game not an engine. Use SDL to build Tetris or something similar.
  14. You are right, but they said they were using a struct. I know that a class is essentially a struct with functions, but can a struct inherit from a class? I haven't tried, but even if it can't, I was going to suggest they use a class instead of a struct, since it would work the same, and give them what they want. But I was waiting for them to give me more info on what they need... :-)
  15. I planned a response that talked about interfaced and virtual classes when I realized something, it won't work with a struct. What is it that you are trying to do, as in what specific problem are you trying to solve with this?