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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. Fantastic. I really appreciate the help. I owe you a pint.
  2. OK, I had it backwards then. It's the minimum of ( g(s') + c(s', u) ) as calculated with all s' in predecessors of u. And the key comparison is: (X1, Y1) <= (X2, Y2) iff (X1 < X2) OR [X1 = X2 AND Y1 <= Y2]. Have I got it right? And it seems that everywhere in the pseudo code where there is a < with a dot above it represents this lexicographic comparison, correct?
  3. I see. So the second line is basically: the minimum s' in predecessors of u, as calculated by ( g(s') + c (s', u) ). Excellent, thank you so much for that. One follow up question then. When comparing: U.TopKey < calculateKeys, ie: (X1, Y1) < (X2, Y2), is this (X1 < X2) AND (Y1 < Y2), or (X1 < X2) OR (Y1 < Y2), or something else entirely?
  4. I'm writing a tool for a game I play, and I've found I need a good pathfinding algorithm. I've already written an A* and a Dijkstra routine, but I've found them to be far too slow. It takes them about 20 and 13 seconds respectively to find the shortest path along the longer routes. I've come across D* lite as a possible better solution, but there's very little information on the web. Some of what I did find came from here several years ago, so, here's to hoping those members are still around. I found and read Koenig's 2002 paper about it, ([url="http://www.aaai.org/Papers/AAAI/2002/AAAI02-072.pdf"]this[/url] one), and I understand all of the LPA* pseudo code except for two lines: - Calculate keys() In the calculateKeys function, it reads: Return[ min( g(s), rhs(s) ) + h(s, s[sub]goal[/sub]) ; min ( g(s), rhs(s)) ]. What I don't understand is the ; in the middle. Does the function return two values? Does it perform some sort of operation on the results of the two min statements? - Update vertex and rhs calculation The other line I had trouble with was this one: min [sub]s' (is element of) pred(s)[/sub] (g(s'), c(s', s)). I don't get that one at all. The s' in pred() with the smallest g or c? I feel like I'm going to get a lot of blank stares, but, any ideas anyone?
  5. The platform you want to program for eventually isn't too big of a concern right now, You need to cut your teeth on the fundamentals first. This is a cool thing about programming - it's all more or less the same. Every language is typed differently, has different features and operates differently under the hood, but the basics of getting things done are the same. Every language will have some way to loop, or to test for a condition, for example. Once the methods of solving problems in programming are second nature to you (once you can think in code, to steal a line from Portal 2), you can move on to more advanced languages and projects. I started with BASIC on a Tandy Color Computer and a Commodore 64. You've probably never heard of those computers - which is because they're over 20 years old. Yet what I learned on those old machines was applicable to other languages I learned later, like PHP and Java. I would put my vote in for starting with Visual Basic. The express edition is free, there are mountains of documentation, tutorials and examples, and it has many features that the 'full' languages have. Buy or rent from your library (which is what I always did) a book on beginning Visual Basic, start at page one, do the examples (important!) and work your way through it. And college is a great idea. You'll have access to people who already know the material, so when you get really lost you literally have industry experts to turn to. They'll also inform you about standards and practices in the industry, help you focus on what to learn, and provide clubs for you to interact with other people interested in the same thing. It'll also round out your programming knowledge. It's easy to miss something early on. Be warned though, programming is a fickle master. You can spend hours pouring over code that isn't working only to find you forgot one little ; that broke everything. Don't give up. Every mistake is one you'll learn from. The next time it happens, and it will, you'll know where to start looking. And like anything else in life, the more you code, the better you'll be.