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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 backr3ap

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  1. Hello everyone on gamedev! I'd like to know where and how to start developing for Android. And can anyone suggest me good Android game engines or frameworks? Can somebody tell me what game engines are big companies like Gameloft or EA using?
  2. [quote name='hasore' timestamp='1334522552' post='4931528'] You know the packet structure for the game? [/quote] Yes, the packet consists of such parts in order: first comes the length of the message, then the message ID, after that comes the data The length is encoded in the first byte, the message ID in the next three bytes and then comes data.
  3. [quote name='hasore' timestamp='1334448075' post='4931285'] 1 - Work with word data type messages ( 2 Bytes ). 2 - I think, u don't need to store message length, because a word value is 2 bytes ( 0-65535 ). Client: After the message, write the buffer/data. Server: In server, first read the message, after read buffer/data based on messageid. [/quote] The thing is that i have no access to the source code of the client, I'm making a server emulator. So i need to send the message length, sorry for not mentioning it.
  4. Hello everyone! I'm now messing around with some networking stuff and started making a small multiplayer game, but i've came to the point where i need to decide how to encapsulate a network message. I want to make my messages like this: [Message total length] [MessageID] [Data] Can someone, please, explain me how to go for it? I've tried to make such a class in many ways but none of them succeeded... Any example or pseudo code? I'm coding in C#
  5. Nother Question: How much clients would i be able to handle with a Thread-Per-Client implementation?
  6. [quote name='hplus0603' timestamp='1332470838' post='4924503'] Those are *exactly* the Windows 3.1 APIs that I recommended against using. They are old, perform terribly, have bugs, and are hard to use. [/quote] I already started reading on IOCP anyway [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] i saw this tutorial earlier, It's for a Win32 app, I'm making my server in a form of a CMD [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Maybe you could suggest me some tutorials/references?
  7. I'm going for Windows
  8. Hello everyone! As you may see I'm new to this community, and i've got a question. Can anybody tell me where to learn Asynchronous sockets in c++? Would be nice if you could show me some examples as well. And I don't want to use Boost. Maybe anyone knows any other good networking library?