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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 nimrodson

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  1.   FDIV operation still be too slow compared to FADD-FMUL. That means FDIV requires too much transistors to approach to FADD-FMUL times?
  2.   Maybe: My interest lies on to know the hardware-algorithmics aspects behind the add and mul operations, regardless if those operations are performed in the FPU or not.
  3. Hi,   I've been some comparisons in C between the 4 basic arithmetic operations (+ , - , * , / ), and surprisingly (for me), add and multiply operations takes the same time: I did the work testes using int and doubles data types and it's the same thing. Analizing the dissamble code generated by gcc (-S parameter) I noted that the opcodes used are fadd and fmul. According wikipedia, x87 FPU in Athlon 64 employs the same time processing both opcodes. I'd like to know what is the reason of this curiosity.   Thanks.    
  4. If you're using C++11, you can try this too:   #include <vector> #include <list> #include <iostream> int main() {   std::list<std::vector<int>> listVectors{{1,2,3},{4,5,6},{7,8,9}};   for ( auto& vec : listVectors )     for ( int& i : vec ) //process each int i       std::cout << i << std::endl; }
  5. Just for fun, a (beginner) Haskell implementation:   unique :: (Eq a) => [a] -> [a] unique [] = [] unique (x:xs) = x : unique (filter (\y -> not (x==y)) xs) nOcurrences :: (Eq a) => a -> [a] -> Int nOcurrences elem list = length (filter (==elem) list) isThreeKind :: (Eq a) => [a] -> Bool isThreeKind list = elem 3 [nOcurrences i list | i <- (unique list)] You could parametrize the 3 number in "isThreeKind" function and have a "fourKind", a "fiveKind", or whatever... Cheers.
  6. When you doing this:       You're using *automatic* (EDITED, thanks @rip-off. Don't confuse with "auto" C++11 reserved word) declaration -> allocation on the variable "myBullet". That means (among other things) that the "myBullet" timelife remains in the scope in which that variable was declared, in this case, the precedent if statement. When the if statement is consumed, all the *automatic* resources inside the "if" scope are destroyed, including "myBullet". That is the reason why "myBullet.update()" is undefined, because there's no declaration of "myBullet" in the present scope or an outter scope (When you comment out the first line, myBullet declaration, this is in a outter scope, and therefore works).  What you need to do is using dynamic allocation, something like the solutions presented by the others members.
  7.   OK, thanks for the tip. But, what happens in a higher abstraction level? Which elements of functional programming could be beneficious in game design?   Newly, thanks. 
  8. Hi,   I would like to know some opinions about this programming paradigm: It is useful? How much? Could have an important role or participation in game design and/or coding? It is complementary, opposite, or totally uncomparable to OOP?   Thanks. 
  9. So, in conclusion: Game object = (could be?) = entity + sprite.
  10. OK, and who is responsible of listening events? A game object? Or an entity? Thanks
  11.   Great. You're suggesting that a GAME hasn't any reference to render code; instead, it might have a renderer subsystem that cares about it (which could be 2D or 3D, it won't affect the game logic). But then, how can I know how a entity could be rendered (or how can i bind it a sprite ) without have any "graphic" information on it?   Newly thanks to all 
  12.   Yes I'm writing a simple game: on the one hand, I have an entity (i.e. a spaceship) in which I've already coded all it logic (moving forward, backward, rotating to a direction). By the other hand, I have a spaceship sprite which contains a 2D image and a render function. I could have in a Game class a list of sprites where each one of those has a relation with a entity. So, when I want to update the screen, I would do the following:   def updateScreen(game, screen): for sprite in game.sprites: sprite.render(screen) But, what if I wanted to update the game state?   def updateState(game): for sprite in game.sprites: sprite.entity.update() #Something like this could be fine? Or would be better to mantain two lists (sprites, entities) and manage them separatly?   Thanks
  13.   And how can i managed sprites and entities in separated way? I think I need to read some resources about entities, and how interconnect it with sprites.
  14.   So should I mantain these concepts separated? Or for the sake of simplicity, can I manage them together?. I mean if I could "mix" graphics issues with game object logic...