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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.

Caius Cosades

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  1. On my crappy computer I get a frame rate of 8 with 10,000 objects. Also, the objects appear 'flat' and unlit; I see no evidence of normal mapping. I think my computer sucks =) .. but this actually makes me happy, because it means that the game I'm developing (in which I'm getting frame rates of around 80) must be performing very well. I think the bottleneck is the fill rate, because when I shrink the window it speeds up considerably.
  2. Alongside whatever beginners book you choose to buy, I highly recommend also buying Effective C++ by Scott Meyers and its sequel More Effective C++. Each of them presents a list of things you should and shouldn't do in C++, and explains in some depth exactly why.
  3. In my 2d engine, this is how I chose to solve the problem:   First the interface for a generic spatial container .. template <typename T> class SpatialContainer { public: virtual bool insert(T item, const Range& boundingBox) = 0; virtual bool remove(T item, const Range& boundingBox) = 0; virtual void removeAll() = 0; virtual int getNumEntries() const = 0; virtual void getEntries(const Range& region, std::vector<T>& entries) const = 0; virtual const Range& getBoundary() const = 0; virtual ~SpatialContainer() {} };   , where the Range class is just a rectangle, basically.   I made a Quadtree implementation, but you may prefer to use a simple grid instead.   template <typename T> class Quadtree : public SpatialContainer<T> { // (implements the interface defined by SpatialContainer) };   Then there's the WorldSpace class, which listens for 'entity moved' events and updates its spatial container accordingly. It only manages entities that have first been registered via a call to trackEntity().   class WorldSpace { public: inline void init(std::unique_ptr<SpatialContainer<pEntity_t> > container); inline void trackEntity(pEntity_t entity); inline void untrackEntity(pEntity_t entity); inline void untrackAll(); inline void insertEntity(pEntity_t entity); inline void insertAndTrackEntity(pEntity_t entity); inline void removeEntity(pEntity_t entity); inline void removeAndUntrackEntity(pEntity_t entity); inline void removeAll(); inline void removeAndUntrackAll(); inline void getEntities(const Range& region, std::vector<pEntity_t>& entities) const; // ... private: static std::unique_ptr<SpatialContainer<pEntity_t> > m_container; static std::set<pEntity_t> m_tracking; // ... };     Drawing all on-screen entities is then very simple:   vector<pEntity_t> visibleEnts; m_worldSpace.getEntities(m_viewArea, visibleEnts); for (uint_t i = 0; i < visibleEnts.size(); ++i) visibleEnts[i]->draw();   , where m_viewArea is the rectangle defining the view area.   If you're curious how I implemented the event system, I've written about it here.     Hope this helps