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      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.

AcidJazz

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  1. Ahh basically the different scenarios I proposed were "proper" solutions... Thanks for the help. I dont see the point of creating a class for a graphics engine (at least of such small needs). Passing a pointer around too is also a pain and makes things sloppy. I'll just settle with a function near the main logic to handle all of that. Thanks again!
  2. I guess in every program there is a main rendering / processing function after the window is created, right? This will handle all of the logic in the game itself? Each object will have its own abilities which is what their member functions would be. So when having a Graphics Engine, would you make a seperate class for something like this, or is the engine itself that function? If I'm going about this the wrong way, shed light =)
  3. I wasn't sure if I should put this in OpenGL or here. Say I'm making a breakout game. Do I have Draw() functions in each object (ie The Paddle, The Bricks, etc) and they draw themselves or do I have one or two large draw functions that draw everything? I'm having a hard time understanding exactly what Game / Graphics engines really do for some reason. There's really not any animation in this so maybe that's why I'm having a hard time understanding. Lets say I was doing some sort of person walking. The character class would control what frame it was on (or however you decided to handle it) right? What does a Graphics Engine do then? I had / have this picture of a Graphics engine being a giant class that handled certain drawing into the world but in reality it seems smarter to have each individual object handle its own drawing? Can anyone shed some light? Also perhaps a good read? I appreciate it.