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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 kbenderoth89

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  1. Dude that is awesome It's GREAT to see basic programming before you graduate. I learned some python when I was 16 and it helped me a lot. Doesn't really matter what language you start with. What's most important is you have an idea about the thought process in programming and knowing what you're getting yourself into. I see too many people get about halfway through game development at full sail or art institute and not like it anymore. Java is a great introductory language. Any language that's Object Oriented is a great start. Best of luck to you
  2. In a class I am taking, we had to create an object, make it rotate and scale (done) and have rainbow stripes moving upwards towards the Y direction as it is scaling and rotating. I was unable to get the last part done. Still passed though , but I don't believe in "good enough" so even though it's aready graded, I want to finish it and make sure that I am able to do it again if I ever need to. So I'm using FX Composer, and I set up the pixer shader to return the world location, which I know changes the color based on the location. But what I WANT to happen is create a stripe pattern full of colors of the rainbow, and they'll be moving upwards as time goes by. All I know is that it'll involve sine, cosine, and tangent. But I have absolutely no clue how that would work or why. I haven't done trig or calc related stuff in years so if someone could also explain how manipulating the sin,cos,and tan waves works also that would be awesome.
  3. Awesome it works and scales properly! Thanks a ton!
  4. [quote name='Cham' timestamp='1338668309' post='4945649'] I've never thought of that, but wouldn't you have to locate the file with the comments on that specific function? It would be very unorganized, that is my only worry. [/quote] it depends. if you're making a game or something and using a new function, yeah it'd be pretty unorganized. But I found making a seperate program called "trees","Dynamically Linked Lists", etc. and include comments can be wonderful especially when doing something free.
  5. So I'm trying to make my teapot scale properly when testing my HLSL shader effect. currently I have this: float4x4 scale = {(sin(gTime)*sin(gTime)),0,0,0, 0,sin(gTime)*sin(gTime),0,0, 0,0,sin(gTime)*sin(gTime),0, 0,0,0,1}; where gTime is the time elapsed since the program started. Basically what I want it to do is scale from about 0.5 of its original state to 1.0 (the original size) constantly. you could probably guess that what I currently have scales it from 1.0 to 0.0 is also tried using the absolute value and, well, it partially works, only the full scaling takes about 4 seconds and it takes 3 seconds before it moves can anyone help me scale it smoothly from half its size to its full size using sin, cos, or tan?
  6. Typically I just type comments in the programs when learning. Like, when I learned about the data structures like lists and trees in C++, i wrote C++ style comments about each function and step. I know that every language has a way you can insert comments in your code. I'd suggest just that
  7. This looks just like the problem I had when I took a data structures class at Full Sail. The problem is that you're taking in a constant but returning a reference (or vise versa) it's hard to tell since this is your BST.cpp and I can't see where you're calling it in main.cpp or wherever you do the calling. But to be honest, the best way to solve this is by switching around some constants. but yeah, whenever you see an error that says "cannot convert from (something) to (something different) it generally means you put a different object type in a parameter, or a return value is different, or something not matching a function. Like, if a function returns an integer, and you set a char pointer to it. or if the first parameter of a function takes in a string, and you give it an unsigned short. Not that extreme, but you get the point. Wish I could help more, but I'd need to see wherever you're calling getTreeheight.
  8. [quote name='Serapth' timestamp='1337431887' post='4941421'] For new C++ programmers, they should be encouraged to stay the hell away from C and instead learn idiomatic C++. Second, C++ is a horrible first language, period. Don't believe me, [url="http://www.gamefromscratch.com/post/2012/05/18/This-is-why-I-say-CPP-isn%E2%80%99t-a-beginner-friendly-language.aspx"]read this scenario[/url] and be completely honest with yourself, "could you have found the problem?". That's because C++ is rife with this kind of crap and you will be dealing with it from day 1! People say it's stuff like memory management that make C++ difficult, but it's not, not really... it's stuff like this. The horrible linker, the lets support every single bloody edge case even if nobody is ever going to use them mindset, the piss poor standard libraries, the fact its actually 4 languages smashed together, the weight of a thousand legacy mistakes. All of those negatives may eventually be a positive ( except the linker, which just sucks ), but to someone starting out they all work together to make C++ a terrible terrible starting language. [left][/quote][/left] C++ was my starting language and same with a number of people I know. It isn't really difficult. And it seems to me that this is more of a rant against a language. Shouldn't really scare someone from using a language like that. I'd say take some time to check out C++ till an intermediate level is reached and see if it's the right language or not. I mean, it IS an industry standard. Almost every Game Dev related degrees in colleges are also starting with C++. Yeah C++ can be difficult, but every language have war stories. When I started with C++, in about 4 months I ended up making an Assassin's Creed version of Pong using Direct2D with animated sprites, FMOD implementation, etc. Plenty of people get through C++ as their first language and the results are very positive. Also, understanding C++ makes using C a LOT easier. Implementing C functions in a C++ program gets some nice results with the wide variety of libraries and methods. I think using it as a starter language depends on two main things: 1) how much time you have and 2) why you want to make games. Since you're 15, I'm guessing other than high school, you have plenty of free time. So maybe learn another language first, then go to C++. With enough dedication you could probably be at least Intermediate at programming before you even hit 18! And why do you want to make games? Do you want to do is as a small hobby? I've found that Java or ActionScript(Flash) are good for just making a few quick and fun games. Or maybe you want to turn this into a career? In that case consider where your dreams take you. Mine took me to the multi-platform development. In that case, I went straight to C++ (then C#, then Java, but Java was just for fun). But maybe you don't want to focus ONLY on making games for PC/PS3/360/Wii, maybe you just want PC, well then you have a much larger choice (I enjoy C#, but I'm also a lover of Object Oriented Programming), but you could make flash games or web games (Java,ActionScript,HTML5, etc) or downloadable games(C++,C#,etc). Or hey, you got some scripting under your belt at a young age, that's really impressive! I'd say be a boss and make an OS strictly for gaming using assembly language! lol.