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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 DaDweeDow

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  1.     I don't see this anywhere in the VS 2012 EULA.  Most restrictive thing I see on there is that you can only distribute programs for use windows, but since it won't compile anything for another operating system that seems a tad moot.    The license is available in the "licenses" folder in the main install directory.     Also, for games on windows right now I'd recommend directx for basically everything, since that's the only thing that is clearly going to be around for a while at this point.  As for books, you might want to get one that covers C++11, since that adds a ton of new features, but I don't have any recomendations for that since all my books are old.  Microsoft's compiler is dragging its feet a little bit on some of the c++11 stuff, but other than that it should be fine.    
  2. I went through an online mips course a while ago, there is an emulator program that runs on pc which makes it makes it really simple to try out your programs.  It's at http://chortle.ccsu.edu/assemblytutorial/index.html, it just took a while to load.     Anyway, as far as how C++ goes into assembly, it's really not any different per se than how C goes into assembly, as most of the features could be implemented as a preprocessor for C (which is how it got started i believe) though implementing exceptions via longjumps would not be pretty.  And I think after most assembler tutorials you'd probably be of the opinion that the hardest part of a C compiler to write would be the parser, since C syntax is a bit icky and context dependant in some places, and C++ syntax is much more complicated than that.   The x86 instruction set is available from intel http://www.intel.com/content/www/us/en/processors/architectures-software-developer-manuals.html.      Also, the actual code produced by a specific compiler doesn't always look like the code that would be produced by a straight forward compiler, optimization is something that is entirely compiler dependent.  Knowing how a particular compiler generates assembly is the type of knowledge that could get you into some trouble if you write code that relies on it, but I know gcc at least has a switch for outputting the assembler code from C++, "-S" (case sensitive).
  3. I know in gcc (mingw anyway) adding the move constructor deletes the copy constructor, so you have to explicitly set the copy constructor to default.  I.e., in the class definition in the header, add something like: Matrix<DATA_TYPE,INT_TYPE,DATA_CONTAINER>::Matrix(Matrix<DATA_TYPE,INT_TYPE,DATA_CONTAINER> const &) = default;   And that's with the -std=c++11 flag.  And, also just throwing this out in case it helps, gcc will tend to bug out when you use classes defined within a function and try to use that with a standard template or a standard algorithm, even though msvc will compile that stuff fine.     Haven't really gone through this code too thoroughly, just throwing out ideas.   
  4.   Ah ok, must have just assumed it wasn't in there then, as I do seem to have it on the hard drive, and I wouldn't have bothered installing it explicitly.
  5. I just did this a couple weeks ago, switched IDE's later but it was working fine.  I just installed the directx sdk and started a win32 project, i think i may have allowed it to autogenerate some of the windows start up code, but the process wasn't too different from starting an empty project.  Just add in the directx libs, lib directory, and include directory in the solution properties and you are all set to go.  I think the moving of directx into the standard sdk is only true of the sdk for windows 8, which I couldn't use anyway since I don't have windows 8.  
  6. SDL_Flip() is the wrong function, SDL_GL_SwapBuffers() or something is necessary for opengl, flip is for the SDL drawing.   edit: And I think those vertexes are going to be in the next county with those matrices loaded, but I think they will cover the screen.     edit: also not sure the backbuffer is guaranteed to work that way in OpenGL, where repeated calls to flip without drawing will maintain the image.  I would just draw it once with an SDL_Delay(2000); or something just to see if it's working.  and while I'm at it:   glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); make the glOrtho call essentially a no op, since you LoadIdentity afterwards.   glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(.......);   is basically the way you always do it.  
  7. this is totally it, I just swapped them in the isValidLevelMove and it worked fine.       bool DrawEngine::isValidLevelMove(int x, int y) {     using namespace std;     ofstream fout("Test.txt", ios_base::out | ios_base::app);     fout << boolalpha;     if (map[y][x] != OBSAD)     {         fout << map[y][x] << true << endl;         return true;     }     fout << map[y][x] << false << endl;     return false; }   Also, for what it's worth, i'm pretty positive the nethack source is available, though I have a feeling it's fairly complicated for what it is.  Anyhow, good luck and have fun.  
  8. yeah that's a no op assignment.  So node1 = node2 doesn't do anything.  Not sure a memcpy(this, &copy, sizeof(Node)) is legal, probably better to just assign all the fields.  You don't need a deep copy though, at least not for this purpose, you could just copy the pointers, since the old copy is going to be dead in a nanosecond.     Edit: whoops, I realized that was bad advice.  If the destructor of frees an allocated resource, you are going to be dereferencing an invalid pointer (probably, unless that memory gets reused) when you later try to use the copy.  Sorry about that, hope it didn't cause any problems.  
  9. Is there a copy constructor on the Nodes?  Not sure what would cause this but that's the only thing I can think of, everything else looks pretty typical.     Edit: Check assignment constructor also.  Failing that you could just break on it in the debugger and just keep clicking "step into" through all the compiler mumbo jumbo to see if anything comes up.     Edit #2 (for reals this time) : It's an assignment operator, not a constructor.   I think that's what's broken, there's a typo in there that's keeping stuff from getting moved over.  vector.erase(iter) moves everything after iter over, and iter is basically just a pointer.  If this is no good, you can use a vector of pointers to Nodes, or a std::list of nodes (I'm not sure that's guaranteed not to copy on erase, but I have never seen it do it).