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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.


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About clayasaurus

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  1. Team Allita, Inc. is today announcing the Andromeda release of Dread Moon Linux along with a support site at http://dreadmoon.com/. Dread Moon is a remix of Ubuntu 9.04 that provides a complete Linux development environment for game and multi-media developers. This release is primarily intended to eliminate a major roadblock to the development of games and multimedia applications under Linux that is a consequence of the fact that many of the related software libraries are not available as installable packages. As a result it can sometimes be almost impossible for a prospective developer to obtain versions of the various libraries that are not only mutually-compatible, but compatible with the installed standard libraries as well. Dread Moon addresses this issue by providing a full set of compatible game and multi-media libraries pre-installed. Beyond that, Dread Moon also provides installed applications that all game and multimedia developers will find indispensable for their work, including audio editors, graphics applications, 3D modeling applications and a sprite editor. One interesting centerpiece of the Dread Moon release is that it includes the pre-installed D language, multi-platform ArcLib game development library authored by Clay Smith. The D language is an emerging low-level systems programming language that incorporates many of the advanced features inspired by Java and other modern programming languages, while still being compiled down to native executable code. This is a very promising combination of technologies that may someday have a big impact on game and multimedia developers everywhere.
  2. You could always check out D http://digitalmars.com/d/ It's modern and doesn't suck, but it is also "low level" systems language with inline assembly if you really want it. It has direct access to C as well.
  3. Learn the premise of ArcLib and how to write 'hello world!' http://dmedia.dprogramming.com/?n=Tutorials.ArcIntro ArcLib is a cross platform 2D game development library for the D programming language. ArcLib is designed to be... 1) Completely free to use for commercial games, this is done using the zlib/png license and avoidance of dependencies on commercial libraries. 2) Easy to use. ArcLib + DSSS should be taking the shortcuts for you to make you more productive. If any part of the library or extensions is troubling you, post on the forum. 3) Cross Platform, this is done by having only using cross platform libraries to build Arc upon. The libraries I use are... * OpenGL - Standard API for quality cross platform graphics * OpenAL - Free high quality audio system * SDL - Cross platform toolkit for Window/Input access * SDL_image - Image loading * FreeType - TrueType font rendering 4) Full featured * Core API features an OpenAL based sound API, FreeType font rendering API, drawing primitives, input API, window API, math API, texturing API that can load up png/jpg/tga/bmp/gif/pcx/lbm/xpm/pnm graphics files, and timing utilities, basic resource management hidden from API that prevents loading the exact same file twice * GUI system extension that reads GUI from XML file * Scene graph extension * 2D Physics Engine support through a Blaze extension (Blazed based off of box2d.org) * Particle system extension * Camera extension that allows one to move around the game world * 2D Lighting extension that supports soft shadows * Sprite extension that supports sprites with multiple animations and sound effects edit: Screen shots of games that have used ArcLib (all these games are open source and can be found on dsource.org) Screen 1 Screen 2 Screen 3 ~ Clay [Edited by - clayasaurus on January 21, 2009 11:20:55 AM]
  4. Thanks for all the advice, currently I'm looking at positions on gamasutra. I'll definitely try working on a demo in C++ and when I'm done I'll send it to David here on gd.net. I figure I'm also going to try to set up a website to showcase my demos, and maybe set up a development blog. I think I need to network more, thanks for the advice. I'm also reading the gd.net articles about the industry but I'm grateful for the advice from personal experience. I'm not sure how well dressing up as a storm trooper will work for a programming position. Since there seems to be the need for a lot of C# tool developers I'll work on my C# skills as well. I'll also check out MIT's linear algebra course. Thanks. ~ Clay
  5. I'm not quite sure where to post this so I will post this here. I'm about to graduate college with a BS in Computer Science, and I am interested in trying to go for a career in game programming. I've taught myself C and C++ in high school, in college I've spent a lot of my time programming in D on an open source project ( http://www.dsource.org/projects/arclib ). While that project went fairly well, I've come to the realization that game programmer employers want to see C/C++ experience. I have one more semester left to graduate college, and I'm thinking of starting up a new C++ based game project. I'm thinking about creating a 2D game in C++ using Fmod / SDL / OpenGL / Box2d physics, and using this as proof of what I can accomplish with C++. What tips can you give me to make me more employable for the games industry? Will a good C++ project be enough to get me an entry level position, or is there something else I should be doing? Thanks. ~ Clay
  6. http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-team0xf-talk.html Quote: "Get ready for a quick trip through the Team0xf gamedev directed libraries. See why D can be the future of the game development - how its flexibility connected with speed can really make a difference. We will abuse threads with Dog, render nice pictures with Hybrid, shock with Nucleus, do magic tricks with XPose, and make you all say OMG! If that's not enough to impress you, get ready to witness presentations of Deadlock and Defend - two Team0xf games under development - proving that the gamedev in D is a fact." You can download the slides from: team0xf.com/conference/gamedev.pdf
  7. He should be happy that you won, because it makes you feel good. Crying over a game, dude has some growing up to do.
  8. I don't think it is possible... I think irrlicht has 2D drawing functions in it though.
  9. Unity

    Quote:Original post by Numb3rz Quote:Original post by clayasaurus I'd pick Ogre3D for graphics and Bullet for physics and OpenAL or FMOD for sound. You are, however, wrong about 3D 'not being to much more complicated' than 2D. 3D is very much more complicated. I would have to disagree with you, but first I must ask why you think it is. Sure. Just think about the complexities in size and space of a 2D sprite versus a 3D model, and then extend that idea to all areas of 3D game development. Adding one more dimension may seem simple mathematically, but it introduces a lot more problems that simply don't exist in 2D. Content creation and programming is a lot more difficult in 3D than it is in 2D.
  10. Unity

    I'd pick Ogre3D for graphics and Bullet for physics and OpenAL or FMOD for sound. You are, however, wrong about 3D 'not being to much more complicated' than 2D. 3D is very much more complicated.
  11. No, it isn't. This is a 2D game library written in the D programming language. I choose "Arc" as a short name for "2D Game Arcade Library."
  12. ArcLib team is proud to announce the Arc v.2 release! This release includes several bug-fixes and new features, such as… 1) Basic GUI System (v.3 planned full fledged GUI system) 2) 2D Physics System with shapes Box and Circle (v.3 planned polygons) 3) 2D Scene-graph System 4) Updated Sound System to use OpenAL with code generously donated from Eric Poggel who’s working on the Yage project on dsource 5) Hidden resource management system 6) Updated font system to h3r3tic’s font system 7) Joystick support patched by Lutger (Thanks!) 8) All these random closed tickets and miscellaneous bug fixes http://www.dsource.org/projects/arclib/report/6 Full feature list: http://www.dsource.org/projects/arclib/wiki/Arc02Feature The project size has more than doubled since the first release a year ago and has since gained a new developer, Christian Kamm, who has single-handedly designed the scenegraph system and fixed many difficult bugs including texture artifacts, physics system, and time code bugs. This release is very much a growing pains release… as such it is completely incompatible with the first version of Arc, as the whole file structure was completely re-factored, as well as most of the code structure. There will be some API imperfections from growth and the Sprite class is on the verge of extinction. Arc still has a long ways to grow, and the API will be subject to drastic changes /if need be/ until the final 1.0 release. That said, if you want to develop a game with Arc, the best strategy is to stick with a stable release. There are currently two games making use of Arc: 1. FreeUniverse – Addicting space adventure game on dsource 2. A top secret game coming to a dsource near you, I’ve been told Arc is a 2D Game library written in D using OpenGL + SDL + OpenAL + FreeType. The goal of Arc is ease the task of 2D Game making by letting authors concentrate on game making instead of learning 4 different low level API’s. The current supported platforms are Windows and Linux. To coincide with the second release, I've updated 2 tutorials on how to setup Arc and make an Asteroids game with Arc. http://dmedia.dprogramming.com/?n=Tutorials.ArcIntro http://dmedia.dprogramming.com/?n=Tutorials.ArcAsteroids You can grab Arc v.2 release with this DSSS command: dsss net install arclib You can grab arc unittest and the example asteroids game with the DSSS command: dsss net install arclib-unittest dsss net install arclib-examples DSSS will also grab all the media files that correspond to the programs and put them appropriately in the DSSS BIN folder. On windows, it will grab all the files you need including dll’s and then you can simply click the programs and watch them run, after using the dsss command. Here is a link to the Arc v.2 API: http://svn.dsource.org/projects/arclib/branches/api/arc02/arc.input.html Feedback welcome on irc.freenode.net #arclib or in my forums: http://www.dsource.org/forums/viewforum.php?f=53 ~ Clay edit: DSSS is here http://www.dsource.org/projects/dsss
  13. 2D Game programming library for the D programming language here: http://www.dsource.org/projects/arclib And #arclib on irc.freenode.net Comes with * 2D Physics System * GUI * Scenegraph * XML * Ogg vorbis and wav sound playing * Freetype Font Rendering * Easy access to window/input * Support for loading png/jpg/tga/bmp/gif/pcx/lbm/xpm/pnm graphics files * Built in resource management system and more! [Edited by - clayasaurus on September 7, 2007 2:39:20 PM]
  14. I posted it in a jokingly way as I know the poster didn't ask about D, but I do believe D is superior to both C++ and C#. C++ - Pros: * Everyone else uses it * Systems level programming language * Cross platform, as long adhere to a strict set of rules (see: http://www.mozilla.org/hacking/portable-C++.html ) * No VM - Cons: * Horrible language design * Difficult compiler implementation * Very slowly dying due to the likes of D, C#, Java and their next generation ilk C# - Pros: * Better language design than C++ (this is not very hard to accomplish) * Microsoft Owns It - Cons: * Microsoft Own It * Microsoft does not support a true cross platform nature that C# could have * Virtual Machine prevents it from being a systems level programming language D - Pros: * Better language design than both C# and C++ * Cross platform without sacrificing features * No VM, therefore can be a systems level language * Fast compile times * Can do crazy things like generate near-optimal x87 asm code for BLAS1 basic vector operations at compile time. ( http://www.dsource.org/projects/mathextra/browser/trunk/blade/Blade.d ) or create a raytraced scene at /compile/ time, without running an exe. ( http://www.digg.com/programming/Ctrace_A_compile_time_raytracer_in_D ) * Not owned by microsoft * Very fast language evolution * Walter Bright takes suggestions from the programming community about which features he should add/remove, therefore the programmer almost has a slight ownership of the language/compiler - Cons: * Not everyone uses it yet, but then again this is a matter of time * General lack of maturity (ie. lack of libraries and books). This being the case, you have to be a pretty competent programmer to use D. There are also projects in the works like tioport (Automatic port of Java --> D code, SWT is already successfully ported for multiple platforms, but is still in its early stages) and bcd (Automatic creation of D interfaces that allow you to call C/C++ libraries). Both these projects are on http://www.dsource.org . I don't use C# because its strongly tied to Microsoft. I don't use C++ because programming C++ is a chore. I'd recommend the D language over both. Just in case you are scared by the lack of D libraries, here is a link to a D project that uses PhysX physics engine, RakNet networking library, OpenGL + Cg, etc. Pretty much everything you need you can have with D, if you put in the effort for it or use somebody else's effort. http://www.team0xf.com/
  15. Neither ;) http://www.digitalmars.com/d/