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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 Jolle

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  1. I think I've heard that "rand() * DeckCount / RAND_MAX" gives statistically better results than "rand() % DeckCount", and as above said, just srand once.
  2. Check http://www.wischik.com/scr/howtoscr.html, it has a part about the parsing (although it's ugly). Google is your friend.
  3. I've heard that the easiest way if you want mutlisampling, just draw to the main backbuffer and copy it.
  4. It may look like trivial recursion, but it seems it isn't. Anyway I didn't find the trivial stuff about it, but I manage to write some Haskell code that solves the problem. Maybe I missed some vital trick that makes it much easier, I dunno. f 0 = [[]] f n = concat [[x : z | z <- f (n - x), z == [] || head z <= x] | x <- [n, n - 1 .. 1]] stylish = putStr . unlines . map (init . tail . show) . f Main> stylish 5 5 4,1 3,2 3,1,1 2,2,1 2,1,1,1 1,1,1,1,1 (zeroes not included, it didn't make any sense)
  5. As said by many people already, you should only call srand once. The code you show above calls it for every random number you generate.
  6. Here's some code I used in an old app. It uses a lot of bad things, but the basic word wrap technique isn't very bad. (And yeah, you don't spell length that way) char** WrapLine(char* str, int w) { static char* lines[16]; int currentLine = 0; int place = 0; while (str[place] != 0) { int lenght = w / FONTW; if (strlen(&str[place]) < lenght) lenght = strlen(&str[place]); else { while (str[place + lenght] != ' ' && lenght != 0) lenght--; if (lenght == 0) lenght = w / FONTW; } lines[currentLine] = new char[lenght + 1]; memcpy(lines[currentLine], &str[place], lenght); lines[currentLine][lenght] = 0; place += lenght; if (str[place] == ' ') place++; currentLine++; } lines[currentLine] = NULL; return lines; }
  7. OpenGL

    I've never really liked the nehe tutorials. I found them messy and unpedagogic. When I was new to OpenGL they didn't help much. But each to his own I guess.
  8. atoi wants a null terminating string, doesn't it? edit: also, always check n.
  9. Too bad they've completely destroyed the settlers concept.
  10. It will skip "another == one_more", but will check something_else. If it was "if( something && veryLargeLongRunningFunction() )", the function would only be run if something was true.
  11. Unless you loop the code you show from World.cpp three times, m_Cycles will only have one vector. Edit: Otherwise I think it works as you want it to. Edit: Edit: When pushing m_Values into m_Cycles, what is added to m_Cycles is a copy of m_Values, so you won't need more m_Values vectors.
  12. OpenGL

    http://members.gamedev.net/ryan_zec/OpenGL_Demos/SDLGameParticleEngine.zip clicky Looks nice.
  13. In other words, use a hash table.
  14. OpenGL

    It would help if you posted your main loop.