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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.

Stinkfist

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  1. Not really familiar with ASM, but codegen bugs/shortcomings are not unheard of. Which VS 2015 version BTW? FYI, Update 3 introduced a completely new optimizer which is on by default.
  2. The C++98/03 standard's STL implementation of vector::erase() takes only iterator; const_iterator overload has been added in the C++11 standard. However, at least MSVC's implementation has had a const_iterator overload already in VS 2008 (maybe even earlier), which has been a classic gotcha when developing cross-platform C++98/03 projects.
  3. If you like videos: https://channel9.msdn.com/Browse/Tags
  4. Check out http://runtimecompiledcplusplus.blogspot.com/. The code is available at https://github.com/RuntimeCompiledCPlusPlus/RuntimeCompiledCPlusPlus. At least one integration example to an existing game engine can be found http://urho3d.prophpbb.com/topic308.html.  
  5. Urho3D might be worth checking out.
  6. Usually I've used QTreeWidgetItemIterator like this without any problems:  QTreeWidgetItemIterator it(treeWidget); while(*it) { (*it)->something(); ++it; } Are you deleting them items somewhere in your code? Remember that QTreeWidgetItems are not QObjects and one must safely delete (remember to set to null) them manually. Your hasRoot logic seems a bit odd. QTreeWidget has a default invisible root item (QTreeWidget::invisibleRootItem()) by default to which all top-level items are added.
  7. It's probably possible to achieve something similar by specifying some custom post-build steps, but yeah, choosing CMake over manual sln would be probably recommended, and makes this among many other stuff a lot easier.
  8. Typically you want to declare your variables upon the first usage and not beforehand. Also, you don't want to declare an unused variable: this will likely produce a compiler warning and the variable is most likely removed by the compiler optimizations altogether anyways. An empty std::vector will take some bytes of memory, but the exact size depends on the used compiler, STL implementation, and target architecture. F.ex. figures for couple different MSVC implementations can be found here: http://blogs.msdn.com/b/vcblog/archive/2011/09/12/10209291.aspx
  9. Maybe consider using entity-component system for your game engine (i.e. composition, mentioned by BitMaster).
  10. Edit: slow pony is slow.
  11. Try Alt+Shift.
  12. Simply learn both SVN and Git. I'd highly recommend learning SVN first, due to Git's steep learning curve. SVN will give you a decent understanding of VCSs in general quickly, after which you can hop into more advanced topics. I personally first hated Git when I tried to learn (and am still learning...) it after SVN, but once I got some sort of hold of it, I realized there's no going back (to SVN). As your focus is in making games, you probably end up using SVN more, assuming you will work with not-so-tech-savvy people (artists etc.). If you can, use TortoiseSVN and TortoiseGit - they'll make your life a lot easier.