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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 merlin9x9

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  1. Um...that's very different.
  2. Don't forget that there's more to the STL than vector, and each facility it provide has certain guarantees for performance. For the most part, code in the STL is better and faster than anything you'd write yourself for the same purpose. So, you need a container that allows random access to elements in constant time, and you rightly used vector. If you're afraid of the cost of repeated reallocation inherent to this particular container, you could reserve the amount of space you know you need before you fill it. If you do this, you'll have exactly the same performance characteristics of an array, but with all of the creature comforts of an STL container.
  3. Well, somewhere, your program is attempting to dereference a null pointer. Figure out where that's happening. You could use a debugger, if you're familiar with one. Otherwise, do it the old-fashioned way. Isolate at least the function where it happens, then comment everything out. Gradually, enable more things, until it breaks. By that point, you'll know which statement causes the problem.
  4. Some platforms have support for wide-character strings. For example, NT internally uses nothing but Unicode, one of the wide-character standards. The whole reason for using such a standard is to support more languages than the pathetic few, say, ASCII supports. Unicode, for example, supports practically all languages with a written form in existence today.
  5. Diablo 2 had it, if I'm not mistaken. I don't know that simple blending will do the trick for you. Your best bet might be to generate the lightmap per-frame in a texture and use that with multiplicative blending.
  6. Quote:Sorry, my bad, i was thinking of Objective-C Um...I don't think that it works in Objective-C, either, for the same reason that it doesn't work in C++—certain objects may involve more than just allocated memory, such as pipes or sockets, and it's difficult to guarantee otherwise.
  7. Quote:In my oppinion, Win32 is not something that can be easily comprehended by reading an online tutorial... Easier that than Xlib! ;)
  8. Keep in mind that any solution to your problem will be platform-specific, practically by definition. You might not care about that now, but at some stage, you will. So, get into the habit of using only what you can guarantee will be available, and trimming frills otherwise.
  9. By the way you're talking about it, I don't believe that you know what a context switch actually is. Regardless, C-Junkie is right about it probably not being worth knowing.
  10. Quote:First of all, Stroustrup knows what his talking about... So do a lot of language designers, but they're all notorious for having incompatible opinions on such things.
  11. Quote:Assuming Windows, it is the DOS prompt, the same thing you get by going to Start->Run... cmd<return>. Funny that you should use cmd.exe as your example. When you run it, you'll notice no associated instances of the DOS Virtual Machine, therefore it cannot possibly have anything to do with DOS. DOS is an operating system, not an user interface. Just because Windows console commands are nearly identical to DOS's doesn't mean that it's DOS. Quote:EDIT: You could use getch() in the conio header Never use conio.h in any way, even if it's available. It's completely non-standard, and by using it, you'll reinforce the bad habit for yourself.
  12. No matter what language you choose, I think that the jump you're proposing is too large. I don't know why every aspiring game programmer decides to move into 3D upon completing, say, a text-based RPG. But, take smaller steps. That said, I always suggest that if you intend to use C++ some day, you're better off learning it first because, otherwise, you'll use C++ like a Java programmer. And that just doesn't work well. There are too many kids out there using new on everything, with absolutely no clue why they're doing it or what alternatives there are. So, if the courses are mandatory, stick with them and learn C++ concurrently, focusing on the differences between the two. Otherwise, to hell with Java; you can always safely pick it up later.
  13. Don't forget that—most likely—you will lose quality in the conversion.