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      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.

noatom

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  1. Here's my question: if about 30-60 times a second I receive new data that needs to be processed, does it even make sense to consider using async with a future? A future, when called, always has to return. So using a future means the launched thread will always close. Repeatedly using futures would mean repeatedly creating/closing threads those 30-60 times a second. Is anything of what I wrote above wrong? Or it's true, and I should use a raw thread for this scenario. If it would be true, it'd mean any sort of task that requires repeatedly calculating data in a short inverval, would be better off on a raw thread.
  2. [media]https://www.youtube.com/watch?v=PWDqovcA0JA[/media]   Dev Blog: Click Steam Greenlight: Click   This project is still in alpha, please keep that in mind.   SYNOPSIS This is a surrealistic tale about loss, love, and regret. A man with no memory of his past, leaves the psychiatric facility he wakes up in, and takes on a journey to explore the outside world. He seeks to find out who he was in the past, who were the people he cared about, and what happened to them.     ABOUT THE GAMEPLAY This is a single player first person game, set in a heightened reality. Elements of puzzle combined with visual storytelling.
  3.   This is from valve's article: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking   When another player presses W move forward, say 100 velocity in the forward direction is added to his character.That gets sent to the server, and applied locally on his machine.   If I know that from the server, why couldn't I just simulate the next frames, based on knowing that he had 100 forward velocity a while ago?   Yes, I'm aware that if there is a lot of latency, this sort of prediction will make everything look choppy, since the server will keep overriding the local prediction of a client, but still, claiming its impossible to predict other players positions seems a bit harsh.
  4. I'm trying to convert depth data to pixels(8 bit).   I tried the default formula: BYTE intensity = static_cast<BYTE>((depth >= nMinDepth) && (depth <= nMaxDepth) ? (depth % 256) : 0);    pRGBX->rgbRed   = intensity;  pRGBX->rgbGreen = intensity;  pRGBX->rgbBlue  = intensity;   However that has a lot of banding issues. I need to get rid of the banding.   So what I did was take the min & max depth values from the kinect, and use them to normalize any depth value the kinect sends me.   After that I would just multiply the normalized value with 255.   Result:       The banding is gone however there are still issues such as: there's not much diversity in range, i mean the values are either very close to black, or quite close to white. And most importantly, the artifacts, especially those in the upper right corner.   Any ideas for improvements?
  5. So, I haven't found a lot of info on this subject. I know the items are reffered to as shell extension, and how you can add one by editing the registry. But nothing about adding one through code.   Anyone know how you 'd add your app to the right click explorer menu, in C++? (yes I know you can use code to edit the registry and add your app there, but I'm thinking maybe microsoft has some functions nested in it's API to make the process faster)
  6.       Yeah, you're right. I can reproduce exactly what the OP describes on Windows 10 using any number of nonsensical registry entries.   It also looks like there's no way to identify exactly which key is the problem using the task manager, but this "obsolete" program still works fine.       So I enabled the "Command line" tab for Task manager(I genuinely didn't know there's that option until now), and there it actually lists the path, which guess what, leads to outlook. With that app that cowsarenotevil suggested, it actually gets listed as outlook 2013!  
  7. So I just upgraded to windows 10 today, and after almost a day of usage, I took a look at the Start-up tab in Task Manager. There I see listed:   Program, literally, the name listed is "Program". It says that it's enabled, and the startup impact is not measured. There's no data about the publisher.    For the people who run windows 10: do you have it listed in the Start-up list too? (im a bit suspicious)
  8. template<typename T, std::size_t N> constexpr std::size_t arraySize(T (&)[N]) noexcept { return N; // and } (from the book Effective Modern C++)   arraySize returns the number of elements inside an array. The parameter to the actual function is a reference to an array of type T with N elements in it.   But I don't understand how N is deduced, and why it even appears in the tags for the template.   arraysize(myArray);   How is N deduced from the above call?
  9. So I was looking through an older C++ book and I stumbled upon this problem: Display the intern representation of a char.   And the way it was solved: struct bits{ unsigned b0:1; unsigned b1:1; unsigned b2:1; unsigned b3:1; unsigned b4:1; unsigned b5:1; unsigned b6:1; unsigned b7:1; }; union character{ bits b; char c; }; character byte; int main(){ cin >> byte.c; cout << byte.b.b7 << byte.b.b6 << byte.b.b5 << byte.b.b4; cout << byte.b.b3 << byte.b.b2 << byte.b.b1 << byte.b.b0; } } And I got a bit confused, because there was some syntax I've never seen before: unsigned b0:1;   What type is b0? And what does ":1" do?   The way the code works, it appears that b0 is of type BIT, which I'm not sure can happen in C++.
  10. So, Im a bit confused about some of the methods used to handle collisions, when a has function outputs the same result for 2 keys, and you want to store that result.   Say for example:   key: rat -> hash(rat) = 13 key: tar -> hash(tar) = 13   (those are pure examples, I came up with the values on my own)   Some methods used to handle this situation, when trying to store the results in a hash table:   If multiple items are assigned the same hash code, we “chain” them together. Each position in the hash table serves as a bucket that is able to store multiple data items.   Both rat and tar 's values would be stored in bucket 13. So, if I had some values I wanted to store for each of them, unrelated like: rat's value = 9 and tar's value = 51 Bucket 13 would contain: 9, 51   But my question is, if I wanted to retrieve back the value, and I hash "tar", I get 13, how do I know WHICH value in that bucket corresponds to my key?! How would I know it's not 9, but 51?   When the position assigned by the hash function is occupied, find another open position. • Example: key “wasp” has a hash code of 22, but it's value ends up in position 23 , because position 22 is occupied.   Again, how would I be able to ever retrieve back the value for wasp? If I hash "wasp", get 22, and retrieve the value found in element no 22, should I use that value? Or should I travel +5 elements down?    If I hash rat first, I get 13, and the element in the table is not used, I store the value 9 there. If I hash tar, I get 13, but now the element is used, so I just increment until I find a free position, 14,15,16 if 16 is free, I'll the value 51 there.   But how would I ever know how to retrieve back the value for tar? I hash tar, get 13, and retrieve the value at element no 13, but it turns out it's actually rat's value, 9! not tar's 51.
  11.   Yeah, that makes a hell of a lot more sense than my logic. Thank you 
  12. If I had:   00010101   And I wanted to check if the third bit, the one between the other 2 positive ones is positive, should I do a shift to the right, so it becomes the right most 1 bit, then do a shift to the left, so it becomes the left most 1 bit? Then shift, AGAIN, so it goes back to its original position, so i can use & on it?   >> 00000101 << 10000000 >> 00000100   What im actually asking is: when the bit you want to check, is between other bits, should I handle it this way?
  13. I use an insert command to insert data into a table. Now, I double check, and the table contains all the columns that I use in my command. I also checked, and the types of data I assign for the values to be inserted, match the type of data in the columns in the database.   The exception I get is:   Table has no partition for value 719528   Any idea what this means? 
  14. resize did the job, and yeah, will use the other tips too. thanks!