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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 Czar05

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  1. Thanks Hodgeman, wil_, and everybody else for your responses. They were very helpful.
  2. I was just wondering if the documentation for these Rendering APIs are made available to the public. I tried Google, but had no luck. Does one have to be a partner of Sony to acquire the documentation.   Also, If anybody has ever used these APIs, what were your impressions of them.
  3. Thanks guys for the input. I guess I just have to learn as much as I can and hope it all sticks.
  4. I am curious on how you Math and physics gurus retain the amount of math you know. I have this horrible habit of learning a mathematical  or physics concept and then forgetting it months later. It never truly lasts long if I don't use it.   I have some math books lying around, and I usually try to learn from them whenever I can. I just don't want to waste my time reading and doing problems when I'm just going to forget it in a couple of weeks.     I just want to know what the secret is. Is it a matter of practicing math everyday? If yes, then how do you know which subject to practice on?   Would appreciate some input.
  5. Thanks for the tips L.Spiro and Glass_Knife.   @L.Spiro, your first tip is interesting. What was your experience like with OpenGL? One of the major reasons why I'm going the OpenGL route is because its cross platform ( I eventually also want to learn Direct3D as well), but I'd like to hear your perspective.
  6. What are some tips or advice that you would give a beginner whose learning 3D computer graphics, especially with OpenGL. Is there anything you know now, that you wish somebody told when you first began learning OpenGL or  3D graphics programming in general.    Would appreciate some advice, thanks.
  7. @Thanks for the advice wintertime.
  8. Ok, I see what you guys are saying. Thanks guys for the help. Much appreciated.
  9. This is probably a silly question, but I will ask anyway.   Wouldn't the following code cause a memory leak.   void LinkedList::addNode(int nValue) {     NodePtr newNode = new Node;     newNode->next = nullptr;     newNode->data = nValue;     if(m_head != nullptr)     {         m_currentPtr = m_head;              while(m_currentPtr->next != nullptr)             m_currentPtr = m_currentPtr->next;                  m_currentPtr->next = newNode;     }     else     {         m_head = newNode;     } } My problem is with the newly produced node NodePtr * newNode = new Node . The following code does not have a delete newNode anywhere in the program. I know there can't be a delete command in the function addNode , because that would be pointless, as it would delete the newly produced node. So I am left wondering, doesn't this cause a memory leak? Thanks in advance.      
  10. Thanks h4tt3n and Alvaro for the help, especially for the code sample. Got the result I wanted, kinda wondering why I didn't think of it before.
  11. I am having trouble getting the right parabolic trajectory for my projectile. So far, I have managed to figure out the initial velocity for the projectile. The projectile can launch, but I am not sure how I can get the proper parabolic trajectory. I know the only force that should be applied to the projectile is a vertical force (gravity or acceleration), but I can't seem to get it right. m_Gravity = sf::Vector2f(0.0f, 9.81); m_Max_Height = 180.0f; I have tried using the following Newtonian Formulas http://en.wikipedia.org/wiki/Projectile_motion, but I keep mentally drawing blanks on the code implementation.   Below is what I have now   Input Function: void Cannon::Input() {     if(m_barrel.getRotation() <= 105.0f)     {       if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))       {         m_barrel.rotate(1.0f);         m_ball.rotate(1.0f);                }     }     else if(m_barrel.getRotation() > 105.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))         {             m_barrel.rotate(0.0f);             m_ball.rotate(0.0);         }     }     if(m_barrel.getRotation() > 1.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))         {             m_barrel.rotate(-1.0f);             m_ball.rotate(-1.0f);         }     }     else if(m_barrel.getRotation() <= 1.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))         {             m_barrel.rotate(0.0f);             m_ball.rotate(0.0f);         }     }          if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))     {         m_ball.move(m_initialVelocity);         m_fired = true;     } } Update Function:   void Cannon::Update() {     m_Newtime = m_clock.getElapsedTime();     m_dt = m_Newtime - m_Oldtime;     m_Oldtime = m_Newtime;     float theta = ConvertToRadians();     float Speedxi = 160.0f * sin(theta);     float Speedyi = -160.0f * cos(theta);     m_initialVelocity = sf::Vector2f(Speedxi, Speedyi); }   Can somebody push me in the right direction on the code implementation. Thanks in advance.
  12. @Mathias Goldberg, thanks for the heads up. I bought the book 2 or 3 hours ago, and I was beginning to get a little anxious. You explanation has made me more confident about my purchase thanks.
  13. Its my laptop, but I also have a desktop machine (Though I don't know the specific graphics card at this moment). Hopefully, I will get some of the code examples to work, if not then I will just downgrade then to fit the version that I do have. Thanks for the help guys, I appreciate the insight.
  14. I have an Intel(R) HD Graphics 4000 card.
  15. Thanks Sik_the_hedgehog, I will keep that in mind