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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.

caiusg

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  1. Thank you! Your answer really helped a lot!
  2. Hi there! I'm learning Cinder and C++ and I'm stuck with forward declarations. I have two classes and I would like to access each other: brick uses track and track uses brick.   Can you help me to solve this? I spent many hours and I still can't find a solution.  This almost works now, but I cannot access anything from track within brick.     I've also tried separating the implementation of brick.h to brick.cpp, but it broke everything. main.cpp #include "cinder/app/AppBasic.h" #include "cinder/gl/gl.h" #include "track.h" #include "player.h" using namespace ci; using namespace ci::app; using namespace std; class game_ver_2App : public AppBasic { public: void setup(); void update(); void draw(); void prepareSettings( Settings *settings ); private: track mTrack; }; void game_ver_2App::prepareSettings( Settings *settings ) { } void game_ver_2App::setup() { } void game_ver_2App::update() { } void game_ver_2App::draw() { } CINDER_APP_BASIC( game_ver_2App, RendererGl ) brick.h #pragma once #include "track.h" class track; class brick { public: brick(); void setTrack(track &theTrack); private: track *mTrack; }; brick::brick() { } void brick::setTrack(track &theTrack) { mTrack = &theTrack; int b = mTrack->a; } track.h #pragma once #include <math.h> #include "cinder/vector.h" #include "cinder/BSpline.h" #include "cinder/Rand.h" #include "brick.h" using namespace ci; using namespace std; class track { public: track(); int a; private: vector<brick> brickPositions; }; track::track() { }
  3. Hi!   I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point.   My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'.   My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else.   Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve?   I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game.   I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.   Thank you!