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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.

n00by2077

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  1. Right, but something recommended by own experience, or because is very good ?
  2. Is there any good book or tutorial that begins teaching actual opengl directly, without teaching the deprecated things like direct mode, fixed function, display list, etc. ?    
  3.   Its useful to open the project, in VS2010 or VS2012, and not need to do anything to be able to compile it, I have tested and when opened in 2012 it changes the compiler toolset version used, then if you come back and open it in VS2010 you can't compile without editing the .vcxproj file.
  4. Can't be made some kind of if-condition inside project files that choose between v100 and v110 toolset if its opened by vs2010 or vs2012?    I'm not familiarized with CMAKE or Premake, so I don't know, but would be nice to have a look to this solution and see how it works, thanks :)
  5. But after opening the project in 2012 I can't compile it in 2010 because it changes the compiler toolkit version used:     Configuration 'Debug|Win32': changing Platform Toolset to 'v110' (was 'v100'). Configuration 'Release|Win32': changing Platform Toolset to 'v110' (was 'v100').
  6. If you want to make a Solution and Project, for both VS2010 and VS2012, what things you have to change for all to work out without problems?  My guess:   1. Solution_vs2010.sln with Project_vs2010.vcxproj 2. Rename Solution_vs2010.sln to Solution_vs2012.sln 3. Rename Project_vs2010.vcxproj to Project_vs2012.vcxproj 4. Edit  Solution_vs2012.sln and change inside Project_vs2010.vcxproj to Project_vs2012.vcxproj 5. Open Solution_vs2012.sln with VS2012 and let it make conversion   Still there must be something more to change because after opening the converted VS2012 solution/project, there is no code files added like in the 2010 project.   Thanks
  7. Thanks to your replies and different opinions, I am going to try some of them, the perforce, git and mercurial, but as I saw in git webpage, that is very well done and explained, with a simple tutorial and a free book, I think that at the end will choose it, but anyway I'm going to try them all and see which one feels better for one-person programming.
  8. For working alone, client and server can be put in the same computer without losing advantages or slow down computer? I mean for example putting repository and backup in one harddrive while OS and all working files are in other. I remember using once some program that used an SQL server, I installed everything in the same computer and the sqlserver process was huge and was slowing down my computer even making it unusable.
  9. It is Perforce - P4 free and easy to use with VisualStudio 2010/2012 ? Looking around the web of perforce I don't get it clear. I remember reading some article of a Valve programmer about the great things about perforce in source control, how fast and all that it was, but I see it complicated o set up. Is anyone better, or a good tutorial about this? 
  10. I must say very good answers, so good I now think both sides are the right way, but as Dan Mayor says, I better will learn only one and the other next, and the second will be faster to learn because the knowledge and experience from the first. I'm not a genius and reading the replies here seems it would be a bit overwhelming the work of learning both at same time. Thank you all! 
  11. I have background in programming and using libraries, but I have not in the graphics ones, I was just thinking this dual-learning as a way to save time in future, in place of learning the same things two times, learn them same time with a bit more of effort.
  12. It's easy to learn OpenGL and Direct3D simultaneously? I mean learning each way of make things, and see in which way there must to be used in each API, any book/tutorial out there use this kind of learning method?