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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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  1. Your game object has a boolean property called IsFixedTimeStep. set this to True, and then you can set TargetElapsedTime property to a specific TimeSpan. Check the docs for details.
  2. I would just draw a large quad, but set the texture wrapping mode to REPEAT. This way the texture will be repeated, and not scaled to fit the quad.
  3. DBPro was quite buggy even 2 years ago... It was quite different, but updates made it quite different experience nowadays. The huge exe is just a side effect of the extension system. DarkBasic uses a number of 3rd party components, and by the default it packs every dll into the exe as a resource, therefore the binary will be quite large (5+ megs) and have option to store resources (bitmaps, sounds, etc) into the main exe. This can be fine tuned, however. Btw, why dont try the 30 day trial version, and ask questions in their community forum ? There you might find someone, who actually made a <completed> game with DbPro ;) I would say that their support is top-notch. http://www.thegamecreators.com/ and click community. Tom
  4. Home-made projects only ? DarkBasic is targeted for hobbyists, not for the industry... And it has a decent 3d engine... The tradeoff is speed and size. And that is the exact problem, if you are using a third party engine (in c++ as well) you will limited by the capabilites of the engine. Also, DBPro is not suited for larger projects, but not because of the limitations, just because of the language. It is not designed for large teams working on the same codebase. If you have more than 2-3 coders, you will most likely have problems organizing the code and maintaining it. But believe me, neither c++ or dbpro will bring you miracles. You need hard work, and determination to get a game running. And DBPro itself costs £50... And this allows commercial distribution - but there are a myriad of addons, like physx, ai and many more, for more money.
  5. Or alternatively just implement the same thing in opengl and d3d and see which one do you like more :)
  6. Nasm's syntax is different to MASM, it was designed to be simpler (not easier!). You can have a c# kernel, you only need a compiler which is able to compile your code to native. And bootable. I understand you find the .net vm simpler, but dont forget that it is an imaginary abstraction. Its architecture does not exist in the hardware :) So to be able to have .net kernel, you need a virtual machine to be able to run your kernel. And you need an OS to run that virtual machine :D There are a plenty of free (as in open-source) OS, and a lot of hobbyist operating systems to look at, from a rudamentary to Linux/BSD. Get a book about operating systems and forget your normal life.
  7. Slight problem that on Windows XP x64 uses the server kernel, QueryPeformance* functions will use the time stamp counters (rdtsc). (At least it did at the time when it was in beta). Also, the HPT timers are relatively expensive to use (not that you have too much options). There is an excellent article on gameDev's (see resources) on timing in windows.
  8. And if they try out the side effects of a garbage collector they might find it prohibitely expensive (and not for performance reasons) - you cannot control when to do its magic... But it wont be a problem for less demanding (resource-wise) projects. C# is good for tools, at least until you dont want to share a piece of code between the C++ app and the one running on the VM. Performance... It depends on how good and what is XNA :)
  9. Mesh trails like... Homeworld ?
  10. context... www.fixedsys.com/context if i am not mistaken.
  11. OS will free up all memory allocated memory by the application - under normal circumstances... However i cannot stress it enough how bad practice is not to release memory, it leads to the dreaded "Memory leak". Release every resource you allocate (memory, handles, etc) when you are done with them.
  12. http://support.microsoft.com/default.aspx?scid=KB;EN-US;Q274323& http://www.gamedev.net/reference/programming/features/timing/
  13. right here on gamedev http://www.gamedev.net/reference/articles/article1810.asp
  14. i recommend it. i believe nasm16 is the 16bit DOS version of the compiler. it seems that sourceforge is down for maintenance http://www.kernel.org/pub/software/devel/nasm/binaries/win32/ Toom#
  15. http://nasm.sourceforge.net