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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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  1. I'm not talking about the physical CPU. I'm talking about the CPU from the vantage point of purely the language. If I could express my point more clearly in the previous post, what I was trying to say:   Computer instructions are roughly the same either way on the physical machine for similar C and C++ programs, but C++ offers a different way of organizing your data and methods. The computer, however, runs instructions one by one (for the most part) in programs, and does not concern itself with objects and the like. The computer just runs a sequence of instructions. C, however, is more closely based off of the linear organization and execution path that an actual computer follows. The underlying computer does handle functions and memory addresses and data types. The underlying computer does not have class/object manipulation instructions or private/public this and that.   I wasn't trying to make it sound like I thought the CPU architecture was dynamic based on the language used to program it, although you may find this post equally stupid.
  2. Looking good for your age. :)
  3. I have no qualms with OOP, in fact it is a very natural way of thinking: people naturally quantize data and methods in order to achieve a more organized train of thought. Computer memory is lossless and void of distraction, so computers can do one thing for one year and (assuming the program doesn't use consistently more memory after each execution cycle) and not lose any memory and not be "distracted." Computers are procedural and can only execute one thing at a time (yes you have multi-core systems and OpenCL/CUDA, but for the most part this is true).   I like C. I really like C. You can tell by my signature what I feel about the future of computing and what language I like. I think OOP is a good way to design a program, but not the optimal way to implement it. OOP in C is not the solution. Folks that pretty much re-write the C++ runtime in C for their program and then bash C++ are better off to just quit programming altogether. I find C very suitable for games because games are based off of the game loop. While some people think that since games have discreet and definitive systems (audio, graphics, etc.) that they are all just waiting for C++ implementation, but that is false. C++ is, IMHO, almost trying to get the computer to think like a human. C, IMHO, is almost like trying to think like a computer. I will still be writing my game and tool suite in C.
  4. Hey, everybody, keep on topic. This topic is about EverQuest Next. This topic is not about GW2, no matter how shitty or uhmahzinng it is.
  5. Why not just give them your code to have at it?
  6. They updated the site yesterday, so you know what I did? I downloaded the source, built it, and set up my new /bin directory, which now includes the SDL 2.0 library. Of course, Makefiles made this easy.
  7. Beejez Net Guide, or something. I forget what it is called.
  8. If I was pounded for time I would use HTML5 and web tech. It's quick and easy. If I had all of the time in the world, I would just use C and OpenGL and make myself a "just OK" UI (and then tell the customer that they can compile this with a display or virtual reality on all 3 BSD's, almost any Linux distro, Windows, Mac, Solaris, and even a Mercedes-Benz C Class (This probably among other cars. I just live near the C Class factory, so I have seen it, and it runs OpenGL ES 2.0 beatifully. They are adding support for ES 3.0 in a few years).
  9. Wow, thanks for the great input! I learned a lot. Your program also is very useful. You are like me, writing a program for every little task just because.
  10. I made some programmer art. Here are my free textures, use them for whatever you wish. If you don't mind, please give me some criticism on them and what I can do better. I was aiming for a TF2-like cartoony look. They are all seamless.
  11. No offense, but my experience on the internet (where I learned everything) has taught me that ALL ideas are 2c shit piles until they are actually made into a working product.
  12. I saw both Miguel Cepero's work and this other guy's work on voxels a year ago, and subscribed to their RSS feeds, but dismissed their software as nothing more than hobby projects that would never go mainstream. With SOE using Cepero's engine, it is pretty incredible how much I was wrong.