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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.

SecondBest

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  1. I want my global operator new to do it's stuff and then call whatever is supplied by the system (i.e. default new, other overloaded global new operators, class specific new operator).
  2. Hello All I overloaded the global operator new to act in a certain manner when provided with additional arguments. class key{}; void* operator new(size_t sz, key&) { //do some stuff return ::operator new(sz); }; This works fine, except for classes for which operator new is already overloaded. class test { public: void* operator new(size_t sz) { cout << "using custom new"<<endl; return ::operator new(sz); }; }; int main(int argc, char* argv[]) { k k1; int* p_int = new(k1) int;\\ok test* p_test1 = new test;\\ok test* p_test2 = new(k1) test;\\error test* p_test3 = ::new(k1) test;\\ok, but doesn't use test's operator new return 0; } I am compiling using VC++ 6 and the error I get is: error C2660: 'new' : function does not take 2 parameters Is there a way to support creating my custom new without affecting user class defined new? thanks
  3. If I understand your goal correctly then what you're trying to achieve can be done using a handle class: template<class T> class singleton_handle { T* get() { static T k_val; return &k_val; } public: operator T*(){return get();}; T* operator->(){return get();}; T& operator*(){return *get();}; }; struct X { int x; }; typedef singleton_handle<X> X_singleton; int main() { X_singleton A; A->x = 0; X_singleton B; ++(*B).x; // here A and B actually refer to the same object cout<< A->x<<endl;//should print 1; return 0; } The template functions should be easy for the compiler to inline, so it should not incur much (if any) overhead. This method allows you to USE class X as a singleton, and still allow others to use it in whatever manner they see fit. make sure to specialize the template for classes with no default constructors. I wrote this code off the top of my head to demonstrate the technique. I haven't really tested it so it might contain an error or seven. Use at your own risk. Peace Out!