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      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.

EdmundM

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  1. I have some experience with chess programming, but less with connect-4. For chess extensions and reductions help a lot. Maybe you could try Late Move Reductions (LMR) - after n searched moves at a certain position, reduce the remaining moves by one ply. No idea whether null-move reductions would work for connect-4. Quiscence search. Between normal search and Evaluation add another search that only considers tactical moves. Futility Pruning/Razoring. If 1 ply away from the leaf node and you have searched all moves with potential of pushing the score above alpha, prune the remaining ones. Improving PV-nodes move ordering through a separate PV-Hashtable. This hashtable could hold information about the quality (# treesize, beta-cuts/treesize, or similar) of each individual move.
  2. I agree with the second poster that it is not advisable to learn by studying other peoples source code. Anyway. If you want to find sourcecode for a particular application, open source platforms are often a good place to go to. [url="https://github.com/search?type=Repositories&language=C%2B%2B&q=pong&repo=&langOverride=&start_value=1&x=12&y=16"]https://github.com/search?type=Repositories&language=C%2B%2B&q=pong&repo=&langOverride=&start_value=1&x=12&y=16[/url]
  3. This very much depends on the scope of the project. Clear reasons for taking the dynamic approach are: [list][*]allowing the user to customize the menu[*]adding support for multiple languages[/list]
  4. There is a separate sub-forum called "Help-Wanted". Better go there to find a new team. And also it doesn't help being so secretive about the project.
  5. Editing the style of the messagebox is more difficult. Working with the clipboard is easy: [url="http://msdn.microsoft.com/en-us/library/system.windows.forms.clipboard.aspx"]http://msdn.microsoft.com/en-us/library/system.windows.forms.clipboard.aspx[/url]
  6. The tool hijackthis generates a good log file of all the stuff going on. Then googling the unknown processes and services lets you find out pretty quickly whether there are any threats.
  7. I totally agree with adam on the alignment-issues of structures containing pointers. I once had a structure that was 128 byte on 32 bit and 136 byte on 64 bit just because of a single pointer that used up 8 byte instead of 4 byte in 64 bit. Calculating the n-th element was significantly faster under 32bit until I rearranged the variables in the struct. Additionally, in the beginning when I switched from 32 bit to 64 bit I had some bugs with the printf function. Depending on whether you use linux or windows you will need some new constants to refer to 64bit variables in the generated string.
  8. I have seen an addon for visual studio once, which would do the job. It was used to edit a resource-file that holds the file-data automatically on every build.
  9. [code]#ifdef WINDOWS #define U32 unsigned __int32 #else #include <inttypes.h> #define U32 uint32_t #endif[/code]