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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. So, as far as I understand the quadtree, you divide the gamefield into smaller sectors and this allows you to make a only collision detection with the elements which are located in one sector. Right? I'm not sure if I'm yet good enough to implement this, though I can try it. Although it looks like Box2D can do exactly that, as per Zael's post? [b]Edit: [/b] I think I managed it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I used, like suggested by Zael, Box2D for collision detection and SFML for rendering the graphics. I'm still getting a stack overflow with more than 1700 objects, but everthing below that works perfectly fine. Thanks again for the help! [b]Edit 2:[/b] The stack overflow is caused due to a too big array. I switched over to a pointer, which solved the problem.
  2. Thanks, sounds like a better idea indeed, but as far as I know, Box2D is only a physic library? I'm not quite sure yet how to connect a graphic library with a physic library... are there any good tutorials around? I already had a look at the provided examples of Box2D - the "Testbed". But I'm a little bit confused by it, because it contains a lot of things which I don't need. I would prefer to have a look at a simple collision detection example to understand the libraries better. This algorithm probably will work perfectly for 80 bacterias- will it work also for around 2000?
  3. Hi, I'm searching for a high-performance game library (graphic library with collision detection). I would like to program a game, where you can place a bacteria with a left click of the mouse. If such a bacteria "meets" another bacteria, they gave birth to a new bacteria. So, logically, there will be a huge number of bacterias in a short amount of time (I plan to set a limit around 1000 - 2000 bacterias). I tried to program it with C++, using the Clanlib library, but it wasn't really fast enough for this. The framerate actually dropped already with around 80 moving bacterias. Maybe because I chose the wrong way to do this- I created an array of sprites and each of these sprites checked for a collision with another sprite.. which isn't really a fast way for collision detection, but I couldn't think of a better way. So my question is: What library and which programing language would be the best choice for this game? I also looking for something not too complicated to understand, since I'm still a beginner in programing. For those which might be wondering what I want with those bacterias: In the game you could place the next higher lifeform as soon as there are enough bacterias around. This next lifeform will feed on bacterias and otherwise will work excactly like the bacterias (regarding reproduction and movements). Both bacterias and higher lifeforms can reach a certain age: After reaching this age, they will die and disappear. The goal of the game is to get the perfect balance of bacterias and higher lifeforms. In a next stage of the game, there might be also some levels, in which a certain goal need to be reached- to make the game more interesting.