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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.

Mario Frai

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  1. Hey guys,   As mentioned in my previous post, I am at the beginning of my "Game Developer's Journey". You can find it here: http://www.gamedev.net/topic/644253-the-very-beginning-of-a-game-developers-journey/   A simple question is:   Should a game developed in OpenGL using pure GLut, or further in DirectX. Where are the benefits or doesn't matter which one I am going to choose?
  2. Hello shadowisadog,   Well, we uses and we are using these langugages mainly C#, Java, Objective C, C++ to achieve our goals in software development. The language itself is not the problem, I am into these.   Further my interest is in the main used languages, which are, as far as I know, C++ and C#, to develop games. Are there any concerns? I mean, the performance thing between C++ and C# is not the kind of argument I accept, because these issues are only relevant if developing kind of AAA-titles or high performance game engines like Crytek or another companies does.   I know that there are many different "so called" Game-IDE but I definitely won't use one of them, because I want to start on my own. Further I would of course basic resources like NeHE or other pages to get into the topic...   I do agree with you, that to jump right in is the best way. That was the same I did when I was about 12 years old.. by this time I jumped into assembler :p, so mov ax, bx ;) ... and after, there was C++ and later on C# and Java.   I guess, I would probably begin wtih C#... what do you think?
  3. Hi,   I'm glad, that I was able to bring you to another view of your problem.   In Windows-Forms you primary have one Thread, which is the UI Thread. This thread normally is redrawing the forms and controls and every action concerning that should be implemented within the OnPaint-Methods of your components. Therefore, all your actions, which are not about the UI should be seperated into an extra thread, e.g. this could be a thread you instantiate manually for the human player, and e.g. a Background-Worker thread which you could use for the AI-player.   In fact, It's up to you, how you get these things done. I think an easy and efficient way to solve your problem could be this one:   1) Subclass a Windows-Form or your Picture-Box, you probably need for implementing the custom drawing 2) Implement Event-Handlers for the Picture-Box and Event-Receivers for your class which handles a Player 3) Subclass the Player to be a human player 4) Subclass the Player to be an AI-player (and if you like, include Thread-Handling in the way of a background worker there)   I hope this brings you a little further :)
  4. Hello,   Thanks for the hint concerning the topic-title, I've changed this so far :)   ad 1) Oh my god. I'm so sorry about opening "Pandora's Box", but I really want to get into the topic of game programming language and how they should get used. It's not in my mind, to elevate kind of flaming war. As well, I'm already wearing a flame-resistant underwear.   ad 2) I had about 5-10 years to wait, until I start beginning the learning process concerning fundamentals and so on - so believe me, when I write: It's not about just in time or doing things really fast. It's my target to get the basic stuff done, to be able to setup on that knowledge later on. So my goal is not to release a game tomorrow, more or less, the primary goal is to get deep into the very basic topics like "How it work all together under the hood" and not the way "Reference Library-X" and use it in your code...   Do you understand what I mean?
  5. Hi,   As you mentioned, you try to figure out the right way. In your case, I would definitely suggest you, to implement the following model:   1) Main-Loop which is responsible for the main execution b) Updates Game UI, Updates Game Graphics, Updates Game States   2) The question about the seperation of threads concerning your players is not that easy to answer...   Is it necessary, that they act and react at the same time, simultaneously or every of the player turn by turn? If they act turn by turn, one thread should enough.. this  thread can handle manual (human actions) and automatic (AI actions).   Does this help you?
  6. Hello gamedev.net Community,   I'm a new member to this website (already had an account years ago), but you know, there were studies, work life and other things, and so I hadn't really the time to get into the topic of game development. To my background: I am an Austrian (Europe) guy, I write software for more than 15 years, I am the CEO of a software company (business software and consulting services), and now I made the decision to get my hands on game programming (as i wanted so many years ago)...   I already read many articles here, which try to solve the problem (or give answers) to the question about the programming language which should used to implement the game itself. Either C# or C++ and there are many arguments pro and cons the two languages... Next thing is about the technology stack which should be used, OpenGL or DirectX or to setup the whole thing on open source library lige SDL, SFML, XNA, SharpDX and so on (Now i know, that XNA is definitely dead, because Microsoft does not develop it further...) and so on...   So I got two simply (or not so simply) questions to you: 1) What language is to use, to get platform independence, like, Windows / Linux, iOS or Android.. is there  C++ the best way? Is it C# by using the Mono Toolkit? 2) What do you think about the basics? Is it the right way to setup on different libraries (like these i mentioned above) or is it better to start from the very beginning by writing the code for a 2D/3D window itself?   I'm glad, to be here, to return to this amazing community after many years and I hope I learn other people on my journey to game programming.   Thanks for your responses in advance,   Greetings TheProof