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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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  1. 64-bit pre-built binaries of Qt for VS2012 is on its way
  2. You are trying to do the initialization-seperate-from-declaration in the class declaration which is not allowed. You probably should be doing something like this: [source lang="csharp"] World[] W = new World[10]; World[] O = new World[2] { new World(-1.6, 1.6, -1.0, 1.0, function.julia, 500), new World(-0.5, 1.5, 01.25, 1.25, function.mandelbrot, 500) }; [/source] Code not tested.
  3. A more objective comparison: [url="http://cpprocks.com/a-comparison-of-c11-language-support-in-vs2012-g-4-7-and-clang-3-1/"]http://cpprocks.com/a-comparison-of-c11-language-support-in-vs2012-g-4-7-and-clang-3-1/[/url] Note that this comparison table doesn't count the November CTP.
  4. [quote name='Ravyne' timestamp='1354956277' post='5008436'] That's not quite a fair statement, at least for VS2012 -- none of the current compilers have full C++ 11 support and each of them implement a different set, so some features might be implemented in one platform and the same feature might be missing from another. Also, some of the compilers that "support" a feature might offer partial support, or support in a way that's not perfectly standards-conforming. In terms of overall support, the major compilers are not that far apart. That said, VS lacks support for some of the cooler features like uniform initializers and variadic templates, for which other compilers offer at least some support. [/quote] I am doing cross platform development and MSVC is the only compiler that stops me using the C++11. I can use almost all parts of the standard with GCC, good luck with that with VC. To be fair VS2012 had some basic support for C++11. November CTP added some more, but it doesn't update the STL and intellisense not working. So basically, it's [b]severely lacking[/b] compared to other compilers.
  5. Hi. You dont need to calculate all the factors, or check whether they are prime or not. You just need to divide the number starting from 2 until you reach a prime number. I have written something quickly and it seems to be working. [source lang="cpp"] #include <stdio.h> int main() { int number; printf("Enter number: "); scanf("%d", &number); for (int i = 2; i < number; ++i) { while (number % i == 0) number /= i; } printf("Biggest prime: %d\n", number); return 0; } [/source]