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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.

Heinrich Zweih

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  1. I don't understand : Header files are used only for the compilation and linkage process. If you're using a dynamic library, the user only needs to have the dll's somewhere reachable. On modern-day computer, dll's for opengl are likely already installed. Have you try to build an application test and to run it on another computer ? Did you meet any trouble ? If yes, you'd better tell us.
  2. Hello, I would like to code a [b]2D shooting game[/b], or a more-or-less worms-like. Well I've made my decision a year ago, but still at the designing stage. The big point is that I want the game to run in a metaball-based environment, to have a effectively destructive and [u]dynamic[/u] one. And to easily add the support for possible fluids. I'm afraid I spent too much time designing, but I prefer to have a strong basis. I won't explain current design right now as it is very unfinished. Well my biggest issue, is that I can't decide [b]what tools to use[/b] : I'm constantly choosing one then the other. I'd like you to give your advice. Note I'm working under linux, so I'd like to have Windows/Linux capable tools and libraries. My current design would use some kind of concurrent agent-based parallelism, so I need a tool to work efficiently with. I choosed 6 months to use Qt and its signals/slots system, but I've heard it is somewhat a slow system, and I'd rather have computational speed. I've seen this library [url="http://libcppa.blogspot.com/"]libcppa[/url] which looks nice but whose development is still in progress. Well I believed a programming language designed for such would be the better, like erlang, but then I may need to do lots of interfacing with C to use other libraries. What would you recommend ? I can do the graphics algo without any problem, but for the physics engine, this may be slightly harder. Maybe I should use an external tool like Box2D ? My concerns is firsly that I wouldn't be able to use SPH fluids when I want it. I'd like to have SPH pretty soon, to manage some density-based property of air. Sencondly I may have an uneasy data structure to manage concurrency since I would have on agent/thread per « scenery entity ». I can possibly write my own engine, but I'm affraid this may take too long and I need a good reference on 2D SPH, which I can't find. If you have a good reference for writing a 2D SPH engine or if you have some advice, please share it. Thanks for any help, H.Z. PS: I hope I posted in the correct section. If I didn't, please move the topic to its appropriate location. PPS: I've marked the topic as open-source; but almost no source code is yet to be shown, this will come in time.