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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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  1. Thanks for your post Sneftel. I understand that there is unlikely a general algorithm. That's ok because I'm just studying these algorithms not searching one for a specific purpose. Your examples (Soundex, Metaphone, ...) are very good and I will check them. And of course I appreciate the information you gave about these algorithms.
  2. Quote:Original post by kSquared That's not a particularly great definition. Strings that appear virtually identical can mean very different things. These two strings are identical except for a single character, but they have radically different meanings (at least in American English): "I helped Jack off a horse." "I helped jack off a horse." (In addition, they're identical if you ignore case!) That is true. My definition is very inaccurate and perhaps my post went a little bit offtopic. The main point was to find information about hashing functions that might create same hash for strings that share something same. If I ask about hashing functions I might get some examples like MD5 or SHA1. But for me Rabin's algorithm was something new and I was hoping to get some general information about it and perhaps also information about similar algorithms. How exactly the "same" is defined is not so important, in my opinion.
  3. Thanks for your answers Tom and Inmate. Question about when strings are considered almost the same is a very good one. It's perhaps difficult to explain exactly what I ment, but I mean strings that by human understanding are considered the same. I'm not interested about string containing other string as a substring but instead how much similarity the strings contain. From strings: 1. "hello world" 2. "helllo world" 3. "hello worldabcdefghijhklm" In my opinion 1 and 2 are almost the same. I have tried for example PHP's similar_text-function (http://www.php.net/manual/fi/function.similar-text.php) but of course it's not perfect. Sometimes you see that two strings (sentences) have the same information but still you get quite low similarity. But that's ok. Comparing strings using hashing can be quite good depending of the situation (instead of comparing long strings directly just compare the hash). But before reading about Rabin's algorithm I thought that hashing always tries to mimimize collisions. Like Inmate wrote it's quite difficult to produce a collision using MD5 or SHA1.
  4. Hi Tom. Thanks for a very helpful answer. I checked "Some applications of Rabin's fingerprinting method" and it seems ok but maybe a little too mathematical for me. However the Java implementation is very helpful, thanks! I wonder if they are any other fingerprint algorithms with properties that I described in my first post?
  5. Hi. I'm looking for string fingerprint algorithms with following requirements: - If fingerprint is different strings are different - If fingerprint is same then strings are same or almost same So I cannot use MD5 etc. because I consider almost same string as same. After searching from Google I found that Rabin's fingerprint algorithm should take care of this problem but I have not found any implementations for it although it's old algorithm (if I'm correct)...
  6. Sorry if question like this has been posted before. Unfortunately the search is not working currently. I recently studied Markov chain algorithm. I created some "random" text using it. Now I'm interested about text analyzing. Are there some algorithms similar to Markov chain? And how could I analyze relevant words from text (text without noise words)? Any kind of pointers to text analysis would be greatly appreciated. Also some source code would be nice.