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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 solipcoder

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  1. As others have said, my guess is the driver. Check this out https://help.ubuntu.com/community/BinaryDriverHowto/Nvidia
  2. [quote name='SimonForsman' timestamp='1357916962' post='5020330'] Allthough wouldn't your name and address be tied to the cards anyway(Last time i checked my billing address is tied to all my physical and virtual creditcards), so it should still be possible to tie the purchases to the individual. [/quote] Yeah, that's true.   However, I think you need to give up on limiting number of accounts. What's to stop me from having my relatives or friends buying me additional accounts?   If you design the game where having multiple accounts gives the player a major advantage, the players that actually manage to get multiple accounts (and they will!) will certainly break the integrity.
  3.   Wow really? Why would they allow that?   OK, back to the drawing board to figure out a way to do this in game.  For secure online purchases. A lot of people are reluctant to give their credit card number to certain websites, so they allow you to make a temporary credit card for each purchase basically.
  4. With my bank, I have the option to generate as many temporary credit cards as I wish, so your solution would not work.   I think you should think of some in-game solution, such as not allowing new players to trade for x amount of days, or limit how much they can trade.
  5. I don't understand the question. The order of what exactly? Order rarely matters.
  6. Great work so far. I would encourage you to continue with this project. I am kind of envious that you got this far. I have been a professional game programmer for about 7 years, and done a lot of hobby projects. One thing I regret though is that I never finished any of them. Add enemies, and change the sprites and you can release your game.
  7. Make the game first. And redesign as you go. If performance is not an issue, don't bother optimizing.
  8. I don't know how OpenGL handles lines, if we assume each line is 2 triangles: Make a counter, numTriangles and set to 0 before rendering the tree (or generating it). Every time you draw a line segment, increase numTriangles by 2. Every time you draw a leaf, increase numTriangles by 8.
  9. I don't know the details but I would not consider this unethical or stealing. My most important tip is to not hide it. Say you were inspired by X. It's almost impossible to make a new game/movie today with a new theme and premise. My experience is also that 90% of the PBBGs is the same game reskinned.
  10. How do you draw the tree? And don't you already know how many polygons there are in the tree when generating it?
  11. The floating point limit is one reason, but this can be solved by dividing the world in sectors. Sectors are also needed for streaming parts of the world, because memory is also a bottleneck when dealing with large worlds. I think the main reason is that the games (for which the engine was made) does not need a bigger world, so the engines don't support it.
  12. [quote name='dougbinks' timestamp='1353255690' post='5002058'] It's worth noting that some std containers don't implement a return of an iterator form erase. For example although std::map on Microsoft's implementation does, std::map doesn't return an iterator in the standard implementation. A way around this problem in those circumstances is store the iterator in another variable, and then increment the iterator prior to erasing the stored iterator. [source lang="cpp"]hordeIt toEraseIt = zIt; ++zIt; horde.erase( toEraseIt );[/source] [/quote] You can also postincrement it when calling erase. [source lang="cpp"]if (wantToDelete) horde.erase(zIt++); else ++zIt;[/source]
  13. Start with basic models. Static models should be pretty safe (buildings, props, etc.), animated ones are very likely to require changes, even something as simple as a walk animation might have to be redone if you later on decide that it is too slow or too fast, especially if you don't have any gameplay yet (and it sounded like you haven't decided the pace of the game from what I understood). I also recommend figuring out what style you want, because that alone will require changes to models without even taking gameplay aspects into account.
  14. As others said, Pong is an excellent first game to make. You can make it with just boxes, and go from there. I would say DirectX is easier. OpenGL's fixed function pipeline might be easier than DirectX but that is deprecated. Anyway, just choose one and stick to it.
  15. Thank you very much for this. The tracks I listened to a while back was of very high quality.