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      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.

victorsouza

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  1. Hello Citizens!   Well, I'm having trouble with _SECURE_SCL configurations.   I'm using Visual Studio 2012 and have a C++ project with SFML 2.0 and Assimp.   Assimp says that I should have these flags set, which I did:   _HAS_ITERATOR_DEBUGGING=0 _SECURE_SCL=0   Wich is great because I don't want this stuff getting my code slow. But then I have to recompile SFML with these flags, so KernelBase.dll stop yelling access violations exceptions. But I, already set these:   add_definitions( -D_SECURE_SCL=0 ) add_definitions( -D_HASITERATOR_DEBUGGING=0 )   In the CMakeLists.txt and verified their existence in the VS Solution, but the error persists. It start yelling when I create an window. Could it be a problem in an SFML depedency? So I should recompile ALL the dependencies of ALL libraries that I use recursively?   Am I forgetting something?   I've read in an old thread that I could use #pragma detect_mismatch to pop some link errors when mismatch occurs, but I'm not sure where to put it.   Any help and insight is appreciated!   Cheers
  2. Well, interesting insights! [quote name='Hodgman' timestamp='1355837622' post='5012034'] The problem with class Engine or class Module (e.g. Renderer or Physics or Audio) is that those classes have waayyy too many responsibilities, so much so that you're not really using "OO" design any more. [/quote] Hmm.. but as far as my interests go, I don't really want to make an 100% pure theoretically correct OO design so my teacher would give me a trophy. For me OO is a Tool that makes it easier to write and maintain complex systems. Maybe it's time for some experiments, I'll try to break the dependencies to a bare minimum as suggested by L. Spiro. But there are some "Modules" that virtually every class/module should have access, for instance, I have a class called Config that reads configurations from a LUA file. Almost all other module uses it, so now my solution is to pass it a reference in the constructor, witch seems right now. A friend suggested a Singleton but I think that this is completely misplaced. Another matter of global access is a Log file that I have. I managed it to get fully static, but I don't know if that`s a good idea either, but I definitely don't want to pass it around always...
  3. Hello citizens! I'm finally writing an simple Engine in C++ to get practice in Computer Graphics, but anyway, my concern now is the Design of the Engine itself. At first, I thought a simple design: an Engine baseclass that the Game class would derive. The Engine class would have an bunch of pointer to other modules, such as Configs, Logs, Graphics, Files, Managers and all sort of things. Then, the Game class would derive access to it. The problems comes when Modules have to interact with other Modules. The solution seems to give each module a reference to the Engine in the constructor, but then, I have cyclic dependency. [source lang="cpp"]// Engine.hpp #include "Module.hpp" class Module; #include "OtherModule.hpp" class OtherModule; class Engine { public: Module *module; OtherModule *othermodule; ... }; // Module.hpp #include "Engine.hpp" class Engine; class Module { private: Engine *engine; public: Module(Engine *eng) { engine = eng; // Now can play with engine->othermodule } };[/source] To get the desired effect, I have to do forward declarations, witch don't seems good (elegant), with all the Modules. To make it simple, I want some layout ideas... how do you design your engines? How do you make many subsystems interact? without please making tons of Singletons. Ideas please!