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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.

Qoy

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  1. Thanks for the info, I'll use that option now. Skizz, I believe the standard says that the order of initialization will match the order of declaration in the class declaration, regardless of what order you type the members in the initializer list.
  2. I'm moving a project from VC7 to GCC under Mac OSX, and I'm getting a bunch of the warning that says some variable will be initialized after some other... caused when you have a constructor initializer list with variables in a different order from that in which they're declared in the class declaration, ie: class A { public: A(); int mX; int mY; }; A::A() : mY(0), mX(0) { } The above is the type of situation that causes the warning. Is there a flag to disable this warning? I couldn't see anything in the gcc man file or the Xcode build options. I could just switch around the initializations so they're in the right order, but that's a little annoying since there's kind of a lot of code, and I know the order in which the initializations will be run with or without the warning.
  3. I'm in the process of transitioning development on a project of mine from Visual Studio.Net to XCode under OSX. One thing that's confusing me: Does XCode have an equivalent feature to solutions in VS.Net (workspaces in VC6)? I can't find a way to group projects logically and make them dependent on one another, but I know there has to be a way somehow.
  4. Good call, I should have thought of that sooner :)
  5. I know the debugger breakpoint interrupt on x86 (at least for windows? I'm assuming it's OS-agnostic) is 3. Is there a similar interrupt for the mac processors?
  6. Thanks. As far as I can tell SDL provides no support for font rendering, although it looks like there are some extensions to that end. I'll look into those.
  7. Hey guys.. I'm considering porting a game project of mine from Windows to OSX for educational (and recreational) purposes. I don't yet have access to a mac but I'm trying to look through the possibilities. The game's already using OpenGL so that's not an issue. I'm looking at the various available cross-platform APIs that allow you to create windows and provide basic keyboard input access and stuff like that. If possible I'd really like to use one that provides font rendering, but most of the obvious ones (GLUT and its clones) seem to support X11 but not OSX. I know OSX is an X server.. does that mean that any library that's written to X11 will actually built and run on OSX?
  8. Endless recursion?
  9. Quote:Original post by Anonymous Poster C++? Maybe in the long run no,you are talking bollocks. Less than 10 years ago people were saying the same thing about C++ overtaking C in game development. Don't fall into the trap of thinking that our technology won't evolve past where it is today, this is a very fast moving field, and there's no reason why eventually a managed language couldn't overtake a natively compiled one, given machines fast enough to run the managed code at breakneck speeds. Developer time is more expensive than computer time, and development houses are businesses after all.
  10. Except replace 'virtual' with 'abstract' in the Java code samples, and 'static' does essentially the same thing with member functions in Java as it does in C++.
  11. Or you could always use named constants for the powers.. although I guess that could become annoying.
  12. Quote:Original post by GreenToad I will look around in my IDE's menus to see if I can get the two as close as possible though. I'm not sure if this was what you're planning to do, but it'll be much better for you (and your code) if you don't just tweak the project settings until it works and leave it at that. (Of course tweaking them so that it crashes but you can debug as a means to find the solution is just fine). In The Professional World(tm) you'll come across situations with some frequency where simple/hack solutions will suffice for the moment, but might not come through in the diverse environments where customers will run your programs (both apps and games), so it's very important that you actually track the problem to its core and fully understand what was causing it. As far as the problem at hand goes, a pointer that is not NULL isn't necessarily valid. It's possible that you're using something after its been deleted, and it's very possible that in debug mode this could be overlooked, but in release mode it could trample on a newly allocated object at the same location as the old one. The heap structure differs between Debug and Release modes.
  13. The most important part of programming is pushing forward and solving problems even when they're confusing to you. Wait a little while, look at your code again with a fresh eye, and before long you'll have it working and have a bigger feeling of accomplishment than you would if the solution had come easily. Hang in there, it's like this for all of us at times :)