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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 blueskies9041

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  1. So I'm finally getting this whole scripting thing to work for my assignment ( Python binding to C++ ).   So my question is, in a situation where you were using scripting to develop a game, what would you script and what would you code in C++? So far I know I obviously will have to have C++ handle my draw (openGL) calls, but besides that, I feel like things like sprite classes and game logic could be developed in either language fairly easily.
  2. What does the C++ code for " Reloading " a  python script look like? I thought I had it figured out, in my games update loop I just re-assigned the PyObject * that was storing the handle to the script the same values ( handle contains the filepath of the script, and the name of the function im trying to call from it), I don't have to recompile to see the changes - I don't see why just opening the script & saving it isn't enough.
  3. So I was tasked at my college to embed Python into their framework - which provides all the necessary things to make a basic 2D game (sprites, window context, etc...).   So I successfully "embedded" Python 2.7 into their framework, and I can now call Python functions from C++ (using Visual Studio 2010, if that matters) and C++ Functions from Python. The python interpreter is setup properly, and I have decent Python debugging outputting to my console.   The last bit of the assignment says that they want me to figure out how to reload Python Scripts during application run-time, currently I can edit a script and see the changes if I close the app and open it up again (don't need to recompile).   How do I make C++/VS2010 detect the changes to my script during run time?     
  4. OpenGL

    I did plan on implementing a Particle System next for collision response on my projectiles.
  5. http://tomdalling.com/blog/category/modern-opengl/   I asked this earlier, but I'm gonna do it again with a bit more detail.   I'm working on a 2D Game Framework for a college assignment, I need to handle Basic sprite creation and animation, along with text display. I've read through probably about 30 different tutorials now, and this one above seems promising.   However I've been told that having a VAO/VBO for each object I'm rendering (each sprite in this case) is not good as that leads to more OpenGL binding and draw calls. In that tutorial (and almost every other tutorial I've seen) objects each have their own VBO/VAO.   How would I go about getting multiple textured quads on screen using only one VBO?        
  6. So I'm developing my first game " engine " for a game programming class assignment.   So my engine consists of a Quad Class, a Sprite Class (child of quad), and some child classes of Sprite that I use for testing purposes.   So the way I have it setup every " Quad "  has its own Vertex Buffer , Index Buffer , Vertex Array , Shader Program (vertex + frag), Texture, and some math structures (vectors, martrices etc) that I use in and outside of the vertex shader.   I am doing really simple 2D stuff at the moment so optimization isn't critical, however, when designing an engine that can produce multiple textured primitives would each primitive need to contain its own Vertex Buffer, Index Buffer, Vertex Array etc... Cause reading through articles I know it is possible to get multiple primitives on screen with only one VAO/VBO etc...   Sorry. I've been through a lot of tutorials and they all do things differently so I'm getting very confused.
  7. I'm learning game programming at AIE US - I've reviewed a lot of source code while developing my projects, I've noticed that some people use either a constructor or a plan old void (or bool) Init() function to initialize their object's member variables.   Is there a good reason to use one or the other? I know constructors can use initialization lists which has a few benefits that I don't fully understand yet .   Thanks :]
  8. I'm a beginner programmer taking a game programming class here in good ole Seattle. I'm ahead of my assignments and my teacher wanted me to find something to do and I decided that a particle system would be a good occupation of my time since the game I'm desining at the moment is very mega man esque (boy do I really want the charge up effect on his blaster).   So after reading multiple OpenGL tutorials I've found that I could either generate a particle system using instancing or a combination of geometry shaders and transform feedback. I've heard arguments for both, instancing will work on almost every computer but uses CPU side processing and therefore would be slower in a more graphic intensive game (not important to my 2D game at the moment), whilst geometry shaders and transform feedback would provide an immense performance increase by taking advantage of GPU processing and would be more useful to me in the future.   So, which do you guys think is a better idea?