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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 abrakadabra

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  1. I am trying to set my environment variable using cmake but the result from this string PATH=%PATH%;C:/Program Files/Autodesk/Maya2015/bin/   results in PATH=%PATH% C:/Program Files/Autodesk/Maya2015/bin/   CMake thinks the string is a list because of the semicolon. Another CMake wtf moment. Any idea how to prevent this and force the string be a string and not a list?
  2. I have never understood the point of blocking sockets. Even in a multithreading setting the socket would block indefinitely and force you to terminate the thread.   Apart from toy programs - is there a use for blocking sockets?
  3.   I tried it but cpp11_delete still evaluates to (m_setOwner (__FILE__,__LINE__,__FUNCTION__),false) ? m_setOwner("",0,"") : delete.
  4. To remember where allocations and deallocations occured paul nettle redefine new and delete like this: // --------------------------------------------------------------------------------------------------------------------------------- // Variations of global operators new & delete // --------------------------------------------------------------------------------------------------------------------------------- void *operator new(size_t reportedSize); void *operator new[](size_t reportedSize); void *operator new(size_t reportedSize, const char *sourceFile, int sourceLine); void *operator new[](size_t reportedSize, const char *sourceFile, int sourceLine); void operator delete(void *reportedAddress); void operator delete[](void *reportedAddress); #endif // _H_MMGR // --------------------------------------------------------------------------------------------------------------------------------- // Macros -- "Kids, please don't try this at home. We're trained professionals here." :) // --------------------------------------------------------------------------------------------------------------------------------- #include "nommgr.h" #define new (m_setOwner (__FILE__,__LINE__,__FUNCTION__),false) ? NULL : new #define delete (m_setOwner (__FILE__,__LINE__,__FUNCTION__),false) ? m_setOwner("",0,"") : delete #define malloc(sz) m_allocator (__FILE__,__LINE__,__FUNCTION__,m_alloc_malloc,sz) #define calloc(sz) m_allocator (__FILE__,__LINE__,__FUNCTION__,m_alloc_calloc,sz) #define realloc(ptr,sz) m_reallocator(__FILE__,__LINE__,__FUNCTION__,m_alloc_realloc,sz,ptr) #define free(ptr) m_deallocator(__FILE__,__LINE__,__FUNCTION__,m_alloc_free,ptr) However, in C++11 you can delete constructors like this: class TestClass { public: TestClass() = delete; //Breaks the memory tracker! TestClass(int i) { } virtual ~TestClass() { cout << "Destructor called." << endl; } }; Any idea how to modify the memory tracker to work with C++11? Wasn't it pretty damn stupid to choose "delete" for deleting constructors when it is already a keyword for freeing memory?
  5. The goal is for every component system contain the components without having to define the std::map<int, component> and accessory methods in every system. That is 100's of lines of cut and paste for every component system (create_component(), component_exists(), etc).   Thank you Hodgman for your help, I will rethink my approach.
  6. I am trying to design a component-based entity system and I came up with a solution that looks similar to this: class base_component { }; template <class T> class base_system { public: protected: std::map<int, T> m_components; }; class spacial_component : public base_component { public: }; class spacial_system : public base_system<spacial_component> { };   This way I was hoping the base_system class would create an std::map with the components for every component system.   What I am wondering is if it is valid to design it like this and then use polymorphism like the following:   spacial_system ss; base_system<base_component>* bs = (base_system<base_component>*) ss;   My hope would be that this is possible since my entity_system class should store a vector of all available systems for dispatching messages to the systems using virtual functions. I have it implemented in VS 2012 and it works there. Then I tried to use the same code on VS 2010 and got random crashes. I suspect the cast to base_system<base_component>* is not actually valid C++. So my question is, is the cast valid? Should I use another solution?