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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.

Calexus

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  1. Unity

    Have a look at shiva3d http://www.stonetrip.com/   Its basically the same concept as unity3d.   C++ and Lua, exports to pretty much every platform. On the downside the GUI is a bit aged and the new version is about a year behind schedule.
  2. Codeblocks 10:05 is over two years old. Try installing a "nightly" build instead.
  3. xcode uses the GCC or LLVM compilers so it all depends on what versions of the compilers you have.
  4. Pretty much any UML software should work for you, just ignore the features you don't need. Personally I like [url="http://argouml.tigris.org/"]ArgoUML[/url], easy to use, open source, multi platform, but very much work in progress so some features are a bit bugy. But for simple class modeling it works like a charm.
  5. [quote]Floorcaek[/quote] I just have to ask. What (or should that be who?) is a Floorcaek? I've seen it before but that was several years ago and I never cared about what it was... kind of regret that now, feels like I'm missing out on some of nerd culture :/
  6. Personal projects: Rarely over a couple of minutes for a complete rebuild. At work: Rebuild after modifying a couple of files ~2-4 minutes complete rebuild of all modules ~40-50 minutes.
  7. A quadtree would probably fit your needs perfectly. It is easy and straightforward to implement and performs well for "normal" scenes. When working with none point size objects you simply use there bounding volumes, aabb in your case, and insert them either in the last nod containing the entire bounding volume (be it internal or leaf node) or in all the leaf nodes the bounding volume intersects. You could also use a combination of both but that is probably not very useful. If you don't want to use a quad tree there are other alternatives like the good old grid structure, the bsp-tree, bounding volume hierarchies or spatial hashing. Or you could probably just iterate all the objects ant test them all if you have lets say less then 20k objects but then I would use bounding spheres instead as the are much cheaper to test. Actually it's usually a good idea to always test spheres first, even if you have an aabb you test the bounding sphere of the aabb before you test the aabb itself.
  8. Check if you actually have mingw installed. In any case you will probably have better luck getting an answer over at the [url="http://www.codeblocks.org"]codeblocks[/url] page.
  9. I'm in the process of debugging a rather massive system and I keep getting back to a part of the code that makes heavy use of std::map<std::vector<long>, std::long<long> >, the code itself compiles perfectly well and for what I hear it has been working fine for years. But still... is it really legal to use an std::vector as a key? I have never seen anyone use it before but I guess its legal as long as all the needed operators are provided. Edit >> Sry forgot to say this is C++.
  10. Sqlite also make for a pretty sweet custom file format. Depending on your data stuffing it into a file based database might not be the best solution but it's really nice to be able to access data using sql queries.
  11. I don't know if its possible but maybe you can use gcov (?)
  12. If you don't know how to turn your c++ code into an executable I think you will have better luck posting in the Beginners Forum. Basically what you want to do is compile your source code, exactly how you do that depends on what toolchain you are using. As somebody posted you can use xcode. I think it's apples official development tools (?) or you can use (for example) gcc, perhapses together with codeblocks which is a really nice open source IDE.
  13. I'm no expert on mac but isn't .app what they call executable files?
  14. Awesome! Much appreciated, a lot easier on the eyes... but maybe it's a bit to dark? Anyway far better then the default plasma-beam skin.
  15. It's to bright and strains my eyes. And the most interesting part of the front page, the resent posts, should be at the top of the page. But I do like the airy design.