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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 Mike.Haddow

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  1. Interesting. I had assumed that the threading overhead would be low enough that splitting the update integration and the collision systems to different cores would make sense. I'm still interested in learning about lock-free and data orientated approaches though (so that I know what to look for if/when I get an F1 car). Are there any open source projects that you know of demonstrating these ideas?
  2. Thanks Antheus. [quote name='Antheus' timestamp='1329142383' post='4912604'] Atomicity, especially on multi-core depends on cache lines. The problem you should be worried about is false sharing. When two cores work on values sharing the same line, each write causes a cache sync, stalling both of them. [/quote] I see! That also may explain why my experiments haven't shown anything close to the performance increase I was hoping for (from profiling I know that the physics systems are the bottleneck). I only recently started reading about processor architectures and caching issues, so I'm still pretty new at this. I'll work what you've said into my current experiment and post some code later.
  3. Thanks Evil Steve. I'd thought of that before, but my original approach still had a race condition (I was using one array of data and 2 arrays of pointers - one of active but read only data and the other write only but mutable). But I may be able to overcome it using tagged pointers. I'll try it out and post some code shortly.
  4. Hi. This is my first post, but I've been following the forums for some time. I'm currently making the transition from XNA to C++ (various libs). I have successfully ported several projects, but my reason for making the change was for the performance benefits. I've been reading a number of posts/tutorials/presentations on data oriented design (notably Mike Acton's posts). This lead to a small performance boost in a single threaded environment, but now I want to multi-thread my task scheduler. I was hoping to make use of a lock free approach (similar to the gateway approach outlined here: [url="http://macton.smugmug.com/gallery/8611752_9SU2a/1/568079120_gzhk8#!i=568079120&k=gzhk8"]http://macton.smugmug.com/gallery/8611752_9SU2a/1/568079120_gzhk8#!i=568079120&k=gzhk8[/url]) but I'm struggling. Specifically, I am currently working on my physics system. I have one task that updates forces (simple vec3 PODs) by applying drag based on the current velocity. Likewise I have a collision resolution task. How can I atomically update the vector3D's on an x86? I was considering storing a queue in the gateway of requested changes, but this still wouldn't avoid one thread reading a vector while the gateway was midway through applying an update. Is the gateway approach unsuitable for non-PS3 games?