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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.


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About Anozireth

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  1. Typically in the game's model of the world, the position of stationary objects in the world is fixed and the player (and other moving objects) move in relation to the origin. However, in terms of rendering, the camera's viewpoint is always the center of the action and the coordinates of everything else are translated relative to it. In a way, you're both right.
  2. You will need a couple more variables, perhaps something like guessMin and guessMax to store the top and bottom of the range. Initialize them appropriately, and with each try, check if the guess is closer than one of your boundaries and update it as needed.
  3. Quote: PS:English is my second language(im a French-speaking from Québec) and I don't know if my English is ok, so I hope everything I said is understandable. ;) I don't think anyone would have known if you hadn't said anything. Your English is better than some native speakers. [smile]
  4. Here's how I use foreach with Dictionary in my programs. It successfully iterates through the whole collection without having to worry about indexing. I'm not quite clear if you are concerned with the ordering of the elements or not, but if you are then Dictionary is probably the wrong data structure to be using anyway. // This is part of my class definition. // ctlChannel is a custom Control. private Dictionary<String, ctlChannel> Channels; // IRC Channels keyed by name // // Initialze the Channels Dictionary in class constructor. // // Then when I need to do something with all the channels: foreach (KeyValuePair<String, ctlChannel> kvp in Channels) { // Do something with kvp.Value here. } Hope that helps! Edit: Typo
  5. Having the window and camera as two separate classes seems like the best way to me. The window should have a reference to its camera. Just like your second post. [smile] Edit: Fixed a typo.
  6. Yeah I was just looking again at the USER command in the newer RFC (2812) and realized what you are doing is fine. I had been using the original (1459) one when I wrote this part of my code before I realized there was an updated version. Looks like I have some updating to do!
  7. Here's the portions of my code relevant to establishing the connection. It's in C#, but should give you an idea of what I'm doing. private void Connect(String ServerAddress, String Port) { try { IPHostEntry iphe = Dns.GetHostEntry(ServerAddress); foreach (IPAddress ipad in iphe.AddressList) { IPEndPoint ipe = new IPEndPoint(ipad, int.Parse(Port)); Socket tmpS = new Socket(ipe.AddressFamily, SocketType.Stream, ProtocolType.Tcp); tmpS.Connect(ipe); if (tmpS.Connected) { scktIRC = tmpS; break; } } } catch (SocketException e) { Console.WriteLine("SocketException caught on Connect()!"); Console.WriteLine(e.ToString()); } catch (Exception e) { Console.WriteLine("Exception caught on Connect()!"); Console.WriteLine(e.ToString()); } networkTimer.Start(); Status.EchoLine("Connected to server!", Color.Gray); String tempStr = "USER TomIRC " + Dns.GetHostName() + " " + Settings.ServerAddress + " :" + Settings.UserRealName + "\n"; SendData(tempStr); tempStr = "NICK " + Settings.Username + "\n"; SendData(tempStr); } public void SendData(String data) { if (scktIRC != null && scktIRC.Connected) { scktIRC.Send(Encoding.ASCII.GetBytes(data + "\n")); if (RawData != null) RawData.Echo(data, Color.Brown); } }
  8. I'm not sure your USER string is valid. Here's an example of what my client sends: USER TomIRC tomgaming irc.servercentral.net :John Q Public NICK TomTest Also, try adding a newline character to the end of your commands. If that doesn't work, post what message the server is sending back to you.
  9. Google Images might be a good resource for reference pictures as well if you know specifically what you're looking for.