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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.

swiftcoder

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  1. Mobile platforms generally already supply the basic information to make this work. For example, iOS provides a vendor-specific identifier, which will uniquely identify the user's device to you. You'll need to provide an additional mechanism for when the user wants to migrate to a new iOS device, but iOS has you covered there too - if you stash a UUID token in the keychain, Apple will sync it to their new device transparently.
  2. Word of advice: if you try and backup your git repositories to Microsoft CloudDrive, it doesn't copy the .git directory, and you are left with just a collection of source files...
  3. As long as your pixel shader doesn't write to the depth buffer, it doesn't need to be run at all if the fragment fails the depth test (that's one reason why writing to the depth buffer comes with big performance warnings). So assuming that you don't screw with the depth buffer, sorting from front-to-back can save a whole lot of overdraw,
  4. I'm pretty sure that strlen() doesn't work on unicode characters, You probably need wcslen() instead (assuming that actually is a multi-byte string)
  5. Is the terrain tile below the water actually important? I'd be tempted to just mark the entire tile as "water", and render it as such (avoiding the additional layer altogether).
  6. Typically folks deploy Redis as a cache in front of a database, when they have determined the specific bottlenecks in their existing system. In practice, tuning a Redis cluster to run faster than a decent SQL implementation is... complex. For simple key/value storage operations most databases are blindingly fast, and there is no guarantee that you will have a workload that is actually faster in Redis.
  7. That looks like it's come a *long* way since I last looked! nice work
  8. Most topics from the old site have broken images anyway (many of the image-upload sites I used in the mid-2000s have long since disappeared)
  9. I do a bit of that too, but when it comes right down to it, I'm good at programming and pretty bad at art
  10. QFE. Kerbal Space Program was built in Unity. Star Citizen is being built on Lumberyard (formerly Crytek). Everspace is being built on Unreal engine. Elite: Dangerous is built on an in-house engine. Any of the above will work for this type of game, if you put in the effort.
  11. I swing back and forth between coding a lot on my own time, and barely ever. Partly depends how frustrated I am at work, how much free time I have, etc. As for why... enterprise software engineering is pretty light on actually writing code most of the time, and even when you are, you spend more time writing tests and test frameworks than actually implementing functionality. So when you get home, you just want to skip the unit testing, and get pretty pictures up on screen. Which tends to negatively impact the quality of code you write on the side. YMMV.
  12. Learning programming typically goes a lot better if you are learning it to fulfill a secondary goal. That secondary goal may well pick your language/framework for you. Is she interested in robotics? Maybe look at something like Lego Mindstorms to start, and then move to Arduino later on. Is she interested in game development? Dive right in with Unity, so that you minimise the time-to-seeing-stuff-happen-on-screen barrier. And so on...
  13. I think there's a delicate distinction to be made here. As I read it, the OP seems to be asking whether the *push* for more diversity can cause problems (and not whether increased diversity itself causes problems). I'd like to steer the discussion that way a little - keep the discussion on the methods used to achieve diversity, and not whether diversity is a desirable end goal.
  14. It's a customisation in multiplayer only... And since you can't select which side you play for, characters will randomly be assigned either an Allied or Axis uniform (hence black/female characters can end up on the Axis side). Honesty, if we can have Zombies in WWII, I don't see how letting people play who they want in multiplayer is going to cause any less realism.
  15. I'd like to point out that about 1 million black men served in the US armed forces in WWII. That isn't some drop-in-the-bucket number where you'd be unlikely to ever see a black face. That's nearly 10% of the total US armed forces by the end of WWII.