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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 Fredericvo

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  1. I don't understand your question. Do you mean how do you zoom an image without pixelating it?
  2. Nobody saw the elephant in the room. He is using a code driven approach where a data driven approach would be a superior alternative. Even if I had a single wall piece I'd have added a world transform to the wall data itself and none of that if-else business. However, I would indeed have more variety of pieces too as drawing larger meshes in one go is faster.
  3. How about the resource compiler instead? I use that to embed binary data that I don't want as separate files. Simple and flexible without extra plugins or build tools.
  4. Could you post the code from the adapter enumeration until the swap chain creation?
  5. I have a VAIO laptop with dual GPUs (HD 3000 + AMD Radeon 7400 M) and I can't seem to get it to select the high powered device with __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;   I use Rastertek's init code which always worked when I used Win7 (and no declspecs) and I now assume it had somehow enumerated the high powered one first by coincidence. I became aware of this dual gpu problem when I tried running my code on another person's laptop where the proposed solution were these declspecs and it worked (an Nvidia system). Last year I upgraded my laptop to Win10 and didn't expermient with DX11 anymore until I wanted to suddenly play with it again and discovered that the pure rastertek's code didn't work (it enums the HD 3000 first) and remembered the declspecs, added them and... nothing. It didn't work. I have Catalyst 15.xx though and it should've worked since 13.xx I'd like init code that's guaranteed to work everywhere though, not just quick hacks for my own laptop.  
  6. It literally means what it means and seems unrelated to your problem. Are you using CreateFileEx somewhere in your code? If CreateWindowEx succeeds it's not going to "reset" the error value. http://microsoft.public.win32.programmer.ui.narkive.com/OamvbzgN/createwindowex-returns-error-already-exists
  7. It's a bit difficult to see with out of context snippets of code but you seem to instantiate your m_combobox before you even register and create you main window.
  8. I didn't see your code but IIRC the last time I had such a hair-pulling situation I had mistakenly ended the if statement with a semi-colon before the curly braces. Like so: if ( a == b ); { //blah }
  9. Is this, in fact, not what COM technology is all about? Although it includes additional features such as reference counting as well.
  10. This thing about being sidetracked happens to me with such strength and frequency that I follow a depth first tree-traversal algorithm and never get shit done. It's to the point that I just had to know how to code a simple win32 that just opens a window in pure assembly. Pure means none of that HLA thing with "invoke" or if-else blocks. It's push the args on the stack and call. It's compare EAX to some value and branch on condition.
  11. /********************* * *I'm pretty much a minimalist in *this department. I kinda hate *when some third party library *has a class that looks like it's *hundreds and hundreds of lines *with most of them comments and *the odd method or property here *and there. And I demonstrated *what I mean lol *************************/
  12. Saw it too. Was worried the site would close down because it's no longer profitable or something. Sites come and go like that.
  13. Rastertek.com is an excellent source to learn Direct3D 11 too, if you want to get an idea of how C++ subsystems work together.
  14.   I had thought of trying XPTable. I think Qt has a learning curve of its own and portability is a non-issue to me. I'm still wondering whether using DataGridView is technically possible though.
  15. I want to create a non-game program that makes extensive use of the ListView but one thing that bothered me was the apparent impossibility to set a border colour for it. The default colour is way too light. Owner/Customdraw don't allow it or at least not in a way that I know. I discovered that Windows Forms and WPF use something called DataGridView and it's visual appearance is way more appealing and it seems a lot more powerful overall than the humble built-in winapi listview. What I wanted in the first place, set a darker border colour also seems absolutely trivial there. If possible though I would like to avoid having to use CLR or C#. I compiled a small winforms  program with a datagrid and ran dependency viewer on it so I could see which dlls are in use and the only extra dll of interest I saw seemed to be mscoree.dll. I read that .NET functionality is implemented in this dll but what I wonder and this is my question is whether there's a way to use datagrid from plain C/C++? Or is there a lot more involved? Is that even the dll that implements datagrid? I couldn't see useful functions exported from mscoree.dll although I only did a quick visual inspection of them. Then again there is no CreateListview function in user32 either, only a pre-registered window class and associated windows messages... I assume datagrid, if at all possible to use from C, does something similar?