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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 nuvem

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    Cactus of Doom
  1. GatherRed() will, as it's name states, always return the red component. If you need other components, you can use the corresponding Gather*().
  2. I've been using them for over a year now. Started with a Blu-like device, but after the supplier stopped shipping to Canada, I switched over to the eGo and manually filling carts since it's a bit cheaper, and the batteries last a lot longer. Pros: - I stopped smoking cigarettes immediately (variety of benefits here) - Variable dose size (don't have to have a whole cigarette's worth) - Cheaper over the long run (Canada) Cons: - Expensive to start - The hardware is not ready for prime-time: they're cheap, have all sorts of usability issues, inconsistent results, etc.. As the only person I know using them, I've lost of bit of money learning the ropes, and in general I've found them to be often frustrating to use, especially when your battery randomly dies one day or you burn out your last atomizer... but I'd take it over smoking cigarettes any day.
  3. Quote:Original post by Antheus Hey, a whole new front opens in holy wars over whether vector<> or array is faster.Not really; EASTL isn't going to make a convert out of an array user, but having a sane allocator class is pretty handy for those who'd like to use vector in limited-memory environments (not just consoles, mobile too!).
  4. A recent source drop of a PS3/360 port of WebKit had a little surprise inside; thought this might interest some of you. Grab it here on github
  5. http://gamedev.stackexchange.com/ There's a decent set of questions from the private beta, including a decided lack of OpenGL vs. DirectX, so it seems to be off to a good start :)
  6. Quote:Original post by Promit Alright, now I'm done. Despite all these problems, apparently developers everywhere just accept the status quo as perfectly normal and acceptable. Or maybe there's a "silent majority" not explaining to Microsoft that their entire installer technology, from top to bottom, is completely mind-fucked.I don't know that I would call it a "silent majority"; every user of an alternative installer is expressing by their actions, that Windows Installer is a massive failure. The real issue is that Microsoft apparently doesn't see this as a problem. If it were any other software I would agree, but installing software is about as core to the OS experience as running it. You have to get those applications from somewhere!
  7. To extend the attack penalty others have suggested and provide an interesting choice to the mix, I suggest a slightly different rule: - To capture a territory, an army must hold it for a single turn This gives the attacker some new options, including the ability to hit & run, or blitz through a stretch of enemy territory. It is still possible to take many territories in a single turn, but to do so the attacker must dilute his army. If you desire, you can add further rules to prevent easy invasions into the middle of enemy territory like a +1 turn penalty to having no adjacent territories, and a -1 turn penalty if the territory is completely surrounded.
  8. Quote:Original post by shaolinspin Thanks, Brother Bob. I'll probably leave things as they are in my current project but use a vector in the future as you say. I've been thinking about overall design recently, so I guess I was probably going to go in the std::vector direction anyway, but having read this I'm far more likely to now! Thanks again. If speed is more important than memory, one approach is to double-buffer with std::vectors, simply copying over elements that were not erased.
  9. Quote:Original post by Antheus Quote:Original post by LionMX If you go into a job and they ask you to implement a line drawing algorithm and you say "can I have access to the internet to copy one" im pretty sure they would kick you out laughing! I would reply: "Bresenham's or Wu's algorithm, reference implementations are available in various sources". I've implemented them myself, long time ago, in assembly, dealing with 64k VESA buffers, and using vertical scanlines in ModeX, etc... but that is long behind me, and I simply do not remember or care about them. And yes, most people would kick me out for such an answer.I would hire you on the spot. Knowing how not to piss away cash and prolong development is a skill too, and a very important one in an industry so rife with failure. If I could give beginners one piece of advice it would be this: Quote:Practice creating finished projects quickly. Most beginners tend to dive into details before they have the basics of creating software down. Imagine a beginning wood-worker, would you recommend he practice ornamentation or basic construction first? [Edited by - nuvem on August 12, 2009 3:14:41 PM]
  10. Quote:Original post by Bregma Once you start with git you will never go back to stone tools like subversion. Git is the vi of the source control universe.So powerful but obtuse and difficult? Perforce is really nice in teams, since with manual file checkouts you get happy little tool-tips telling you who's working on what files; the early warning is really handy in larger teams. Personally I use SVN mostly due to popularity (excellent tools like TortoiseSVN, and cheap hosting options), though I would love to see them blend in some attributes from the distributed version control systems (local commits please!). Don't need much more than that though; unlike big open-source projects, there's little value in the distributed part for small teams working on games. [Edited by - nuvem on August 12, 2009 1:51:05 PM]
  11. Just a side note, since EASTL isn't publicly available, one must make do with what is. Thankfully, there are some parts of boost that might come in handy when the standard library doesn't provide the performance you desire: boost::array: fixed size array with an iterator interface. boost::intrusive: Intrusive containers, and lots of them (lists, sets, splay trees, hashtable, etc.) Unrelated to boost, there is also Simon Brown's awesome pool allocator. Of course, if all else fails and you really do need to write a highly optimized generic container, and you have the cojones, there's always boost::mpl.
  12. Quote:Original post by Grabby Quote:Original post by Starfox Quote:Original post by obhi And Quote: Crystal Space is an ancient piece of shit, and there's some evidence that Irrlicht was written by people who didn't know what they were doing at all. Thats for sure! But they are open source and available for study. Here's you situation made clearer: "Don't eat this mushroom, it's poisonous!" "But it's free and right there on the floor!" "..." Studying implies looking at or taking apart. Eating would imply implementing. So no, it's not the same.Correct, but one does not improve their culinary skill by studying food on the floor of McDonalds.
  13. Quote:Original post by zedz Ive gotta say the majority of responses to this type question are different than a couple of years ago that would appeared in this forum. Then it was, if youre not using STL youre doing it wrong. no exceptions :)That's still pretty much true for anyone who needs this question answered. We just released a title on XBLA that makes extensive use of the standard C++ library, particularly vector. Had we spent any time writing our own containers it would have been a complete waste of time, because they were simply never an issue. Most of the optimization was focused on rendering, update algorithms, and reducing disk access. For a AAA title, yes, you might need to use custom containers in certain instances, but don't kid yourself: unless you're actually working on a 10+ million dollar AAA title, the standard library containers are just fine. Everyone wants to create efficient code, but they ignore a much more important metric: efficient coding.
  14. Some of you might remember the old IOTD for BaboViolent 2, a game made by a couple GameDev.net folks Daivuk and md_lasalle (and later supported by yours truly). Well, a couple years later, I'm proud to announce our first published title has arrived on Xbox Live Arcade for 800 points! We've got a really long trial with a tutorial, first mission, and three 30 minute multiplayer sessions, and you can check out the screens and download the trial here. A big thanks to all the folks here who've helped us out over the years, and a huge personal thanks to Gamedev.net for building this awesome site; without it, I probably wouldn't have found BV2. PS. For the PC only folks, we'll be releasing on Steam later this summer.
  15. Quote:Original post by Daerax I wonder if this is simply just a warning to microsoft to pay attention. a way of saying now its serious, what with bing and all, them is begin to collide markets. Quote:Original post by capn_midnight Quote:Original post by Hodgman P.S. Yes JS is also cool when used properly, but again with the evils of web development, there are too many slightly differing implementations/dialects! Most of the differences are in DOM objects that are exposed by the browser, so that's technically not the language but the data that the browser is supplying to the language. I have JScript code originally written for Internet Explorer in 2002 (wow, has it really been 7 years?) that runs as intended, across multiple browsers to this day. they was recently trying to destroy the language with the new specification, ECMAScript 4. Im glad that did not gain traction.Who was recently trying to destroy the language? The 4th edition proposal was largely developed by Adobe for use as ActionScript 3, with several of the additions driven mostly by performance concerns. While I agree the additions seemed ill-suited to the language, I'd hardly call it an attempt to destroy the language.