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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.

simast

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  1. Comparing a C/C++ run-time to the Java/.NET framework dependency is a bit too much? The game I am working on has around 7 binary lib dependencies.. And they are all statically linked. The EXE has zero dependencies (other than standard Windows DLLs of course). Heck, it does not even need an installer. The only reason why most of the C++ games require MSVCR DLLs installed are because developers are lazy, don't want to build static libraries themselves for their compiler/MT/MD support and just link with the binary DLL packages they can find on the net.
  2. Personally I think C/C++ is beautiful. You haven't learned programming until you are at the hardware level C/C++ allows you to be at. Still, for a newcomer - learning C++ (or even just C) is a bit overkill. As all the others, I do suggest starting with something more abstracted (Java/Python/C#/you name it).
  3. I have just finished embedding Google v8 JavaScript engine in my game. The API is simple and flexible and quite easy (once you get past the basic concepts, such as contexts and Local/Persistent handles). The point is that JSON is a subset of JavaScript so you can employ the same v8 engine for data description (JSON) and scripting (JavaScript).   Writing your own scripting language and interpreter in the year of 2013 is just silly. You would be surprised how complicated modern-day scripting virtual machines are. For example, v8 does not interpret anything - it compiles the script directly to machine code. Furthermore, it patches the code on-the-fly optimizing it even further. Theoretically your v8 JavaScript code can run faster than C++.
  4.   I have recently seen some weird things happen when I use templates in VS2012. Have your tried to "Clean" up the .obj files and do a full rebuild of the project?
  5. I like engines. But more importantly, I like well abstracted, stable, flexible libraries. Isn't it great to wake up in the morning and realize there is a new 1.x.x release for one of the libraries you are using? It's like another person on the team did the job while you were sleeping. Same thing applies to engines.
  6. Another approach (with regular expressions and boost lexical cast): #include <regex> #include <boost/lexical_cast.hpp> std::cmatch matches; std::regex regExp("\\s{0,}([0-9]+)\\s{0,}x([0-9]+)\\s{0,}x\\s{0,}([0-9]+)\\s{0,}", std::regex_constants::icase); if (std::regex_match("100X200 x 300", matches, regExp)) { unsigned int width = boost::lexical_cast<unsigned int>(matches[1].str()); unsigned int height = boost::lexical_cast<unsigned int>(matches[2].str()); unsigned int depth = boost::lexical_cast<unsigned int>(matches[3].str()); }
  7.     But does that really make sense? What do you get from a SQLite database if all you want is to do a big one load and save? You get the atomic write operation, sure, but still, it seems overkill and over-engineering to me. The only place I would use SQLite is in a scenario where I intend to query for the data when I need it (as in with real databases). Probably a good example is a Football Manager type of game.