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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 roadysix_

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  1. Thanks for the reply Rob, but that won't and doesn't work. I've discovered after a little test that my problem lies elsewhere and will come back with a new problem.   I should probably mention that the member is actually a method, I'm trying to pass the operator( ) type as a template parameter and its a little closer to this:   <decltype(&T::operator( ))>   This actually worked in a test case but for some reason does not work with my actual traits class.. I'll figure it out..       EDIT: I ran this code through GCC and everything compiled and worked as expected, which only confirms my theory that this is a compiler bug. Really annoying..     EDIT2: Now I'm having some issues with GCC and const member functions.. *sigh*
  2. Hi, I seem to having a little trouble with something that is seemingly simple. I would like to get a typedef from my own traits class where the template is instantiated based on a member T::member. It would be easier to just show an example of what I'm talking about template <typename T> class someclass { public: // doesnt work typedef ns::some_traits<decltype(T::member)>::type type; }; // works typedef ns::some_traits<decltype(otherclass::member)>::type type; To me this looks like I'm missing a typename somewhere in there but I've tried that in a number of variations. Could it be a compiler bug (which I doubt)? I'm using the Visual C++ November 2012 CTP compiler.  If not what is the problem here?   Thanks in advance.
  3. Hello all, been a while, I'm working on this project for a university assignment and I would really like delegates in C++ haha, so I came up with something in a side test project and I'm pretty sure its evil, could someone explain to me what could happen if it is in fact evil (ignoring the usual errors that could happen)   It compiles and runs correctly in visual studio 2012 without warnings heres the code:   #include <iostream> #include <list> class object { public: }; struct eventargs { }; template <typename eventargs_t> struct delegate { typedef void (object::*type)(object*, eventargs_t*); }; typedef delegate<eventargs>::type eventhandler; template <typename handler_t> class event { private: std::list<handler_t> _handlers; public: template <typename handler_u> // I would like to see if the handler_u class is derived from 'object' void addhandler(handler_u handler) { _handlers.push_back((handler_t)handler); } template <typename handler_u> // I would like to see if the handler_u class is derived from 'object' void removehandler(handler_u handler) { _handlers.remove((handler_t)handler); } void invoke(object* sender, eventargs* args) { std::list<handler_t>::iterator it; for (it = _handlers.begin( ); it != _handlers.end( ); ++it) (sender->*(*it))(sender, args); } }; class other : public object { public: void myhandler(object* sender, eventargs* args) { std::cout << "Hello World!" << std::endl; } void myhandler2(object* sender, eventargs* args) { std::cout << "Goodbye World!" << std::endl; } }; int main(int, char**) { object *a = new other( ); event<eventhandler> e; e.addhandler(&other::myhandler); e.addhandler(&other::myhandler2); e.invoke(a, nullptr); e.removehandler(&other::myhandler); e.invoke(a, nullptr); return 0; }   ... Pretty sure its evil, but in what way?... Just FYI I'm probably going to remove the templated parts of add/removehandler
  4. I program in C++, C# and Java for different reasons, pick one based on what your trying to achieve long term and the other languages should fall into place when you attempt to tackle them as they are pretty similar. I am a big sideline supporter of the mono project, decent cross platform C# and .NET would be amazing, considering Java's biggest strength over C# is the ability to "Write once, run anywhere" if you could say the same thing about C# think about what this would mean. A big blow to the gut for me was Xamarins choice to distribute the MonoDroid and MonoTouch projects as proprietary software for an outrageous price (if you ask me), but I guess you can't have your cake and eat it too.