• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

390 Neutral

About Inisheer

  • Rank
  1.   I'd like to add to this quote by including my personal methods when dealing with heavy simulations. I should preface this by stating that there are countless good methods.. but here is one object oriented approach:   I will typically have a unit manager / collection that contains a reference to all the current units in the game. I will also have a simulation class (or multiple simulation classes for different types of sims) that will request a pointer to a collection of specific units from the unit manager to act upon. The class, which has a global understanding of the current state of the units and game, takes ownership of updating the information contained in the unit class (speed, location, state) based on the simulation criteria within the simulation class. If you have multiple simulation steps (classes for different types of simulations), the simulation manager simply passes the relevant collection of units from one sub-system to another. 
  2.   Well said. In fact, if I need to use native code rather than my traditional C# -- I move all the way to C and skip the C++ step.
  3. Take a look at the SharpDX Toolkit as well. It's what I use and it works very very well.   http://sharpdx.org/
  4. I really enjoyed Game Coding Complete (4th edition). The engine source code is available on Google Code as well.   Code: https://code.google.com/p/gamecode4/source/browse/   Book: http://www.amazon.com/Game-Coding-Complete-Fourth-Edition/dp/1133776574
  5. If you are only going to target Windows 8.1 (or generally Windows, and not another OS), I would select SharpDX Toolkit. It's an incredibly fast DirectX wrapper that also includes and XNA like toolkit. Very similar to MonoGame (I thought MG used SharpDX behind the scenes on Window.?.).