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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.

omercan1993

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About omercan1993

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  1. I have wrote a little poem about the ideological conflicts in our world. May the all wars end. Now. Please. http://t.co/Z1CjuPf9
  2. Hopefully I will show some screenshots soon. It depends on whether I have free time. But sometime they will come
  3. Hello everyone My last entry was done nearly three weeks ago. So a new one is already needed. I can say that the project is still alife. Better, the design phase is over and I already started to develope the game. But I can't show you some pictures... It is tooo good a little joke, but I don't want to destroy the surprise... So you must wait a little and maybe then I will post a ingame YouTube video from the game in my new channel PearCoding. Happy coding! Omercan
  4. Sticking here in the grass - Short Story http://t.co/uwPw5kbJ
  5. Check out My Avatar by ~omercan1993 on @deviantART http://t.co/YkTFOIRG
  6. I use a data based design and do the behavior only with a scripting language like Lua. This is cache friendly and extensible but it is much more complex and not really easy. Every entity has his properties and you can access them via C++/Java/C#... with a hash map or a normal map (other containers are welcome [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]). The scripting interface can be object oriented, so that you will get an object pointer, where you can access the members and change the properties in an object oriented manner, or also be data based. [CODE] /* Stupid Example */ /* C++ */ Point pt = dataManager->property("block1", "pos").toPoint(); /* Lua - Object Oriented*/ function blockClickHandler (block) Point pt = block.position(); end /* Lua - Data Based*/ function blockClickHandler (position) Point pt = position; end [/CODE] This above is really a simple and incomplete example but shows some ways. Many big games (with scripting languages), applications and websites use data based design. I really suggest it!
  7. Quote: Sometimes the heart sees what... http://t.co/tBgzl7Zz
  8. Add threads only for performance reasons. [list] [*]When you do a simple application, don't use them. [*]When you use heavy input and output operations or do other long tasks. Use predefined threads. Like two threads, first for the main loop and the second for asynchronous operations. [*]Or you want an scalable and fast application (mostly engines), then you should use task based threads (like TBB). But they are only useful for computers with more then two cores. [/list] This above is a very weak classification. The need of multi-threading really depends on your design and your costumers. Regards Ömercan
  9. I'm currently developing an heavy simulation game and has already some experience with script languages in such an area. On some of my applications there were a very strong deceleration when I used Lua or plugin based dlls. Python Interfaces are not really different. Example: My fractal viewer was based at first on internal codes but this was bad and not really scalable. After that I used a very simple dll interface. The performance breaks down (nearly 30%!) . I also started a lua interface. The performance breaks down once more (nearly 50%!). So on my opinion. Don't use scripting languages in big loops (10000 iterations and up) but you can use it for simple things. This was my experience with scripting languages. I used lua the most of the time. But lua is a little bit faster than Python, so there shouldn't be much difference. Regards Ömercan
  10. Great! It looks good So now your engine has more graphic then my [url="http://sourceforge.net/projects/pear3dengine"]Pear3DEngine[/url], haha
  11. [quote name='darkleemar' timestamp='1345734794' post='4972598'] wow you just motivated me to make an account and get better at C++! Thanks!! [/quote] Really? Cool [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It makes me happy and proud when I could help one person. [quote name='GuyWithBeard' timestamp='1345725926' post='4972557']This probably does not affect the plans of the OP but still: Networking and prediction last? Yikes!I'd say work your way through the list but leave all sorts of networking out of your first engine. Then, when you fell like you would like to add networking, start over again (probably using the parts of the first engine that you feel are working well) but plan the engine with networking in mind from day one. I implemented things like NAT punch through, lobby servers and matchmaking before my engine could even create a window, and it has really payed off. I feel this is the only good way to create a networked game engine. This might be why you feel that "networking is the worst thing you will have to deal with". That said, you can probably create a fully functional renderer and use it in a networked game engine just fine, as long as the renderer is separeted from the game logic, but only start create the GAME engine systems when you have your network layer figured out. Just my two cents... [/quote] I also think that Network shouldn't be the last option. But it is also not the most important part. Design the framework with Network in mind. You need at first a good object and class system. But please not a huge hierarchy tree. Also one root class like the QObject class in Qt is not really useful in game development (but in GUI developing). My second suggestion: Don't make the underlying classes too general. You will lost much power and performance and in the end you will get spaghetti code because everything is done with the preprocessor and the template system. To make a sophisticated design, I recommend UML tools. Regards Ömercan PS: And on my mind don't use something like a signal slot system and over think the use of callbacks. But this all is up to you.
  12. thanks
  13. I also suggest VC++ 2010... It is great on windows... the best I know... But on other platforms (like Linux) I suggest to use QtCreator... It has a really good debugger... and the usability is awesome... but it feels a bit strange to use it for "normal" c++ code By the way... when you make something big and multi platform. I suggest to use cmake or other build tools instead the internal project management of VC++ or qmake... QMake is not bad but currently not really useful for non-qt development. Regards Ömercan
  14. I have done the first draft version of the design for the new indie game "SimuWorld". Of course it is not really finished. Much needs to be done. Here you can see the model relationships between the several instances. Of course the used UML notation is not 100% right, but this is only the first draft ;) This is the first public available screenshot of the server. This game needs everytime a running server instance to run. I'm now developing the server and the game content. Graphic is done later. I want to seperate the graphic part from the logic part. So it will be easy to make an android client and a pc client where you can play in the same world but with other graphics! New features are: Winding roads Mod system And many more secret features ;) Regards Omercan PS: Some parts of the design image are blurred. I don't want to list all of the features... You should of course be surprised when the game is done