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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 raicuandi

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  1. Yes it would that's how old FPS games like Duke Nukem 3D were made. What it won't let you do is modern lighting on them. I'd just do what SimonForsman said.
  2. My suggestion is start really basic and then refactor, that's one -dare I say natural- way to learn it. On my tetris clone I had everything as globals at first, then started to separate as I built the game.
  3. What is your Working Directory set to in VS in project properties? /edit: sorry didn't realize poster above asked the same question; my bad! /edit2: another question: are you running the debug version in VS but running the release one directly? There can be bugs between them because there are differences such as lack of built-in initialization in release mode, or you linked the wrong libraries.
  4. Well I guess there aren't as many thread like this as I thought there are, but the ones that are it's like they are taken straight out of MMOChamp.
  5. I'm reading these replies and the Beginners forum in general, and I'm... I'm just dumbstruck. I can't believe this kind of attitude is allowed, even by the standards of an internet forum... I've only been on GD.NET for a week but the arrogance, stupidity and obscene lack of respect from people like Matrix6 just make me want to torch down this whole section of the forum and pee on its ashes.
  6. Multiply by world, then by view, then by projection.
  7. LOL Well anyway, I think it was bugging out my driver because I was releasing objects still being bound, like the vertex buffer.
  8. Actually YE, I'm thinking the driver and libraries know how to release these resources better than I do. I can completely bug the driver out, my screen has broken pixels appearing everywhere, and it's forcing me to restart my computer to fix it. I can definitely just come back later at it, for now I'd rather have no bugs.
  9. Some say, 73% of GTA4's 100 million dollar budget went into the logging system alone.
  10. More info! What software are you using?
  11. Awesome, found it; thanks!
  12. I'm getting a crash when I release my IDXGISwapChain in fullscreen (using D3D10), which I solved like so: [code]void shutdown() { safeRelease(g_pSimpleEffect); safeRelease(g_pVertexBuffer); safeRelease(g_pVertexLayout); safeRelease(g_pRS); safeRelease(g_pDepthStencil); safeRelease(g_pRenderTargetView); g_pSwapChain->SetFullscreenState(false, NULL); // <-- fix? safeRelease(g_pSwapChain); safeRelease(g_pD3DDevice); }[/code] (I quit when I get WM_DESTROY) But now I'm wondering, do I even have to release all my Direct3D pointers? Is it safe to just quit without doing anything? Or what is the recommended approach?
  13. [quote name='stupid_programmer' timestamp='1314808616' post='4855958'] I'd probably go out on a limb and say most servers are stalled waiting for database calls to return then spending execution time. [/quote] I... don't think so; Blizzard splits each server across as many actual boxes as they can. There is a separate box for each continent, for instances, for battlegrounds, and so on. Also there are only a few hundred servers not thousands. Most everything is realtime and stored in RAM and only commited in bulk to database "every now and then".
  14. That's nice but you can do all those oldie-like games without being stuck in 16 bits and 4MB of RAM. Might as well be using punch cards ... I started a Commander Keen remake in XNA a few years ago but got sidetracked on other stuff.
  15. Why in all that is holy would you want to create DOS software in ... *checks calendar*... 21st century? /edit: you can definitely make dos-look-alike games using modern technology