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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. As long as a language has [font=courier new,courier,monospace]goto[/font], it isn't intrinsically bad to use it. It is possible to use it either in a right or in a wrong way. The thing is that as a language has a higher level than others, it is in general spontaneously easier and natural to avoid using [font=courier new,courier,monospace]goto[/font]. __________________________________________________ __________________________________________________ __________________________________________________ I am currently mainly an x86 Assembly language programmer but I can program a bit of C, Pascal, and a good amount of JavaScript and PHP, so I can tell you that in languages higher than Assembly (including C) I rarely use [font=courier new,courier,monospace]goto[/font]. It might seem paradoxical but Assembly language has helped me no end to find ways to program very elegantly and concisely without using [font=courier new,courier,monospace]goto[/font], or excessive nested [font=courier new,courier,monospace]if[/font]s or nested function calls. Now, I find myself all the time converting higher-level code to Assembly by hand. In that case, you can see that down to the bare metal level all of your loops, conditional code and the like, [b]must[/b] be converted to conditional Assembly instructions that work exactly like [font=courier new,courier,monospace]goto[/font], and in general it can't be avoided at that point (which by the way is by no means an obsolete environment but just the very essence of a machine). I also find myself converting Assembly code to higher-level code, and in this case I must find ways to do it efficiently. I almost never need to use [font=courier new,courier,monospace]goto[/font] when doing this. In other words, knowing how to use [font=courier new,courier,monospace]goto[/font] properly is necessary, not to be abused and not to be ignored either (specially if you know and want to use Assembly language, among other things, to work a little bit in designing or understanding compiler-like programs that generate Assembly code). If you use it too much in a high-level language, chances are that you are still in a very incipient level of knowledge for a proper implementation of your logic when you could use syntax elements better suited for what you want to achieve in that language (e.g., using [font=courier new,courier,monospace]goto[/font] for no special reason when you could have used a [font=courier new,courier,monospace]while[/font] loop that maybe you just didn't know how to use).