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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 Mushu

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  1. Interesting
  2. Haha oh man those cards were so long ago, I can't believe you still have yours! I lost my old avatar somewhere, still trying to find it. Salsa doesn't have it on his site anymore ;_;
    Steve, I'VE ALREADY BEEN BANNED I THINK. Was mucking around with the system (uploading malicious files, looking for edgecases, etc) and now can no longer post ;_;
    They've e...
  3. HELLO IS THIS INTERNET? Still trying to work out how to use GDNet++...
  4. Why not play with procedural asset generation? <trying to refrain from making an "assets" pun>
  5. Dang, can't edit my post to fix the link. Not sure what type of images are needed for comments but this is the whole link: http://img189.imageshack.us/i/drewbenton.png
  6. I wondered if you were still around. I was just thinking about you the other day when I was copying over some files:
    Long live the Mushu! :D
  7. no flashy wank
  8. Quote:Original post by Atrix256 You can connect directly to your database from c++ yep. The reason you wouldn't want to is security. You're assuming he's running the C++ code on the client. It's much more likely that he's looking to write some server software in C++ that interfaces with an RDBMS (e.g., MySQL) running on the same machine. In this case, proxying requests over a network is completely unnecessary and will introduce complexity and additional overhead. Quote:Original post by JamesCobras Also where can i get a noob level and upwards tutorial. FYI I want to use the database in C++. If you're going to use MySQL (which is fine), I'd personally use the C bindings (only because they appear to be more officially maintained, and the C++ ones are probably just a wrapper around the C API anyway). Here is the documentation for the MySQL C API. If you google around, you can find tutorials of various qualities. The other commonly used RDBMS is PostgreSQL which also has a C API that you can use.
  9. Quote:If I set permitions on the .so to --x (no read, no write, just execute), will that work? No. The dynamic linker needs to have read access to the shared objects -- execute permissions are superfluous. What you're trying to do is silly and pointless. Quote:Or is there a better solution? Just give him read access to the library. Have him sign an NDA (or other appropriate legalese) if you're concerned about IP theft.
  10. Nope
  11. a = 0 b = 0 c = n EDIT: ffh, one second too slow [sad]
  12. It's trivial to attach to the process image at runtime, figure out which branch to cut and disable that whole branch such that your "anti-turbo" code never gets executed. And it's equally trivial to kill any mechanisms to prevent attaching to the process (or detection thereof), so don't even bother with that. What you should be asking, rather, is how you can redesign your game such that cheating (if you call turbo buttons cheating) does not give a significant advantage. The "oh god people will cheat in our game" is often a sign of very poor design with respect to the gameplay mechanics.
  13. Quote:Original post by CmpDev Quote:Original post by bpoint CmpDev: Unfortunately the const keyword is required, as the function will be passed pointers to consts (which I guess I didn't clarify). In that case I fail to see the problem, could you give a working(or non working) example? foo( double *&ptr ); const double *v; foo( v ); // Compile error: cannot convert from const double* to non-const double*& Or at least, that's how I understand it. Honestly, it smells more like a design problem than anything -- why are you changing const pointers? If you need to change them, why are they const?
  14. Quote:Original post by j_smith4 Damn, I still even use FILE * more then istream. I must be the worst programmer ever. I even use that pesky C convention for pointers. I was like that a year ago when I had an epiphany and realized I would be happier programming in vanilla C. Since C99, it's really not that bad of a language -- it lacks all the ambiguity and over-engineering pitfalls of C++ while still maintaining the blazing fast speed advantages. Then just use CPython for all the high-level logic :)