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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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About hikarihe

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  1. or you can do it yourself if you want   find how the vertices and normals and texture coordinates are stored in the file produced when you export the model and use that data to maybe store it in a class or array or any data structure in your code and then use this structure to draw your model when you call glVertex / glNormal / glTexCoord   if you decide to do it I'll do what I can to help you through it   have fun ^_^
  2. can you explain more clearly? I could help you but I don't really understand what you need to do   what does your code look like now?   in most cases you can use glRotatef( [your rotation value], [x coordinate], [y coordinate], [z coordinate] ) before you draw    > where xyz are the coordinates of the point to rotate around & rotation value is in degrees
  3. Building on the idea of this tutorial: http://www.lazyfoo.net/SDL_tutorials/lesson09/index.php Draw menu and buttons as flat 3D surfaces When left mouse button pressed check coordinates ( if cursor inside a button ) Follow button routine   Is this the only way to do it?   Thanks ^^
  4. if something ( A ) is in the big Oh of something else ( B ), ignoring everything but the n's in each sides   B will eventually be larger than A ( from any n towards infinity ).   The main purpose of this is to check the efficiency of a piece of code   https://en.wikipedia.org/wiki/Time_complexity#Table_of_common_time_complexities ^ this is probably all you need to know   also Big Oh is for the worst case   basic example:   if you loop through all n elements in an array to find a specific element, worst case scenario you will go through all n elements, so we say the code will run in the big oh of n.
  5. I'm willing to code for this in C if you are interested!
  6. try this:   http://www.opengl-tutorial.org/   I suggest avoiding tutorials that use GLUT or too many external libraries. Also tutorials generally either teach you the basics, or something specific.   So for a 3D car game you will have to do a lot of work by yourself. have fun (^?^)?
  7. everything is clear now, sankyu ^.^
  8.   You have to remember that an assembly language is not the absolute lowest level you can reach, even assembly needs to be assembled into the platform's machine language in order to create an executable.   And you can go as high level as you want for any platform, as long as there's a compiler available which compiles down your high level code into those machine instructions.   I see. You find/create a compiler and use your favorite language (homebrew games) Or you use the console's official compiler provided by the company (qualified people only) The console only cares about the format of the machine instructions produced (executable file). Is this correct?   If yes can you give me some examples of languages the console's official compiler can compile?   Thanks for all the info! Much appreciated!! ^^
  9. The question about "assembly oriented or object oriented" doesn't make any sense. An object is nothing more or less than a collection of data. Assembly is just a programming language. There are programming languages that are a more natural fit to some devices, but you can use any language that compiles to the target architecture. Consider even a smaller device, the old Nintendo DS, that gave you a 66MHz processor -- many games ran at 30FPS, giving 2 million cycles per frame. You can do an awful lot of processing with two million cycles. As for which is easier, usually the smaller platforms are easier to develop for simply because they are smaller. For the devices listed, there are several active GBA homebrew communities. The other platforms are going to be much more difficult to develop for just because of their relative size. PS2 and Wii are a pain to develop for even on the ligitimate devkits, and I don't think 3DS has a homebrew route yet.   Thanks!   "but you can use any language that compiles to the target architecture" Do the devices only accept their assembly language?   If not, how high level can you go for the popular devices?
  10. are handheld consoles more assembly orientated than object orientated?   Also I love Nintendo consoles ( Wii, gameboy, 3DS ) and PS2. Which of these is more accessible to program for?
  11.   SDL ^.^ covers windowing, sounds, images, input handling etc.   for drawing graphics OpenGL or Direct3D
  12. is this allowed in C? I've never used std::string before but I think it's for C++ right?   Also isn't the string vulnerable to being overwritten by other data since you don't explicitly specify its size?
  13.   XNA Game Development by Example    by Packt   There is a 2D and a 3D book   good luck!
  14. I do, actually.   In fact, when I'm brainstorming for design ideas, I'm also thinking of how they function in this format.   That said, what is my problem then? Why am I not out there just doing stuff?       this. do tutorials until you don't need them ^^;
  15. It compiles, thank u!