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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.

chollida1

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  1. Quote:Original post by reinhold P4 2.8 Looks good man, but there is a problem when shuting down the app, I have to shut down the process manualy via the task manager after closing the app or it stays there at 50% cpu load. You may know this but.. Most times when you have a dual core CPU and something is using exactly 50% cpu in the task manager its actually using 100% of one cpu. Cheers Chris
  2. Quote:Original post by angrytofu Well I think limiting messages sent to no more than 50 users per day is reasonable. I am assuming as it is now the bots are sending to atleast 5000 a day.. otherwise I would not be getting so many. I doubt that would work. Larry Wall posts what seems like 5000 times a day on the Perl6 icq:). Perhaps limiting new/untrused users might work? Cheers Chris
  3. Does the file contain the histroy for the commit you are missing? I've never had any problems of this sort with SVN. The only thing I can think of is that the commit never went through because you had changes on the server and you didn't sync before your commit. Cheers Chris
  4. Quote:Original post by smc This is 4 classes. Cultural Studies, Music, Differential Equations, Physics I Ohhhh, Differential Equations; I don't envy you. I hated that course:) I figured I'd never have to do it once school was over. And then I joined a financial startup! Good luck!
  5. I wouldn't put that as we get so many cv's that we can't possibly get back to everyone. If I saw that on a cover letter, I'd view that as a little pushy(read negatively) by the candidate. Most companies will let you know either way though if you get to the step of having a face to face interview. All said, for me, its just like putting "references available upon request". Its just a waste of time, and should be implicitly understood:)
  6. Quote: Update the Rating System Change the rating system so that rather than rating the user, you're rating the posts. This allows for a single individual to (indirectly) rate up/down another individual as their posts prove more/less useful. This would also prevent people's ratings to either escalate beyond control or plummet from a single post. I believe a system of "Was This Post Helpful?", similar to Amazon's product reviews might be in order. It could either be on a scale of 1-5 as we have now, or could just be a boolean yes/no this was/not helpful. Interestingly reddit.com has a rating system more like that and lots of people don't like it. There have been several threads about replacing it. I suggested a gamedev.net style rating system as I think it is a better system. The amazon "Was This Post Helpful?" Might be a nice in between where you can rate an individual post but that affects a user's rating, or some other form of measuring a user's benefit to the community. Great idea:)
  7. In C and C++ they also carry a performance penalty compared to other variables. Since the compiler can't make any assumptions about aliasing with global variables the compiler can't copy the variable to a register when looping. Consider a for loop: int count_G; // our global for( size_t i = 0; i < 10; ++i) count_G++; Normally the value of count_G would be maintained in a register for the entire loop but since its global for each loop the compiler must pull the value from main memory, copy it to a register, modify it, and then copy it back to main memory. It really can kill performance, especially in tight loops:) Cheers Chris
  8. Quote:Original post by MumbleFuzz I'm quite a fan of Introduction To Functional Programming by Richard Bird. Despite what the reviews say (they claim it's not a book for beginners), I found it to be a good introduction to a language I'd never used before. I found that "Introduction to Functional programming" Did give a decent background to functional programming but it read too much like a university text for my liking and its more expensive:) IMHO If you want to learn Haskell that's not the book for you as Haskell is just the vehicle he uses to get the theorey across. Having said that, if your goal is to learn the theory of functional programming rather than Haskell itself then perhaps that book could be a winner?
  9. Well percentage of profits can leave you high and dry if the game doesn't do well. I'd make sure that's not your only form of compensation. Its also common for the publisher to front the money to make the game so they get all the money they put in back out of the profits before your percentage is calculated. ie if the game cost 5 million to make, then the first 5 million in revenue goes directly to the publisher before your profit is even calculated and since the revenue goes to the publisher first you'll have to trust that they accurately, and fairly calculate the profits. ie they may subtract advertising, etc. as well that you didn't initially calculate for.
  10. These are the two I own The Craft of Functional Programming and Programming in Haskell
  11. I'd start here or possibly here
  12. Quote:Original post by robinei I really think Emacs with SLIME is _the_ best way to go. You just have to make the effort to get used to it. Check out this video to get a taste of how it is used in practice. Sure, that's a good idea I use it myself. But you never specified a version of common lisp to use. That's a common misconception by new common lisp users, not saying your one:). Slime is just a mode of emacs geared towards developing in lisp. You still need a version of lisp to use even if its just plain old clisp:)
  13. Quote:Original post by hydroo Who the hell needs more than 2gb ram? (my pc shows all the time "1,7gb free") Probably the same people who need more than 640K of RAM:) Our engine is very templated C++ and takes upwars of 2.5 Gigs of RAM to compile.
  14. Both Allegro(Franz) and LispWorks have their own IDE's and they both rock! The pay versions are a little pricey but both have free versions for students and tryout. I prefer LispWorks but that's a personal decision. Welcome to the first problem of learning Common Lisp, choosing one:) They boths support asdf-install out of the box. Cheers Chris
  15. Quote:Original post by owl Quote:Original post by chollida1 I prefer javascript. The spyderMonkey engine can be easily integrated into a C or C++ project. Cheers Chris nice. Do you remember what are the terms of the license? All Mozilla code is based on the Mozilla Public License. Cheers Chris