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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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  1. [quote name='ApochPiQ' timestamp='1358372763' post='5022315'] Composable rule systems [/quote]   Thank you very much!   I'll look into your suggestion and will report back on my progress.
  2. Very well then. But what would be the 'right' tool? Which would be the 'right' method or pattern to use in the above sketched example?
  3. Hello,   I'm currently planning on implementing a tabletop game in the spirit of Warhammer 40k. This is a turn based strategy game with lots of special rules.   Why a entity component system? Units have special ability, which could be realized each as a component Area effects such as fear, could also be realized as a component indicating that a unit is affected by fear Each race or army type have there own special rules Special rules generally only effect some part of the system, e.g., movement or shooting Ease of integration in Unity (make games not engines  ) So what is the problem? How to realize the special rules? Example: To perform an action two six side dice are rolled and the sum is compared to a threshold. Lets assume a special ability or effect that modifies this test as follows: instead of two dice three dice are rolled and the highest result is discarded. Another effect might case that an additional dice is rolled and added to the result. So the combination would be: roll four dice remove the highest and add the rest up.   So in a perfect world the rules do not have to know about each other. But should be able to override each other such that an ability can cancel out an effect.   Would you ... implement the abilities as flag components? And put there effect into each system, e.g. shooting or movement system? put the logic of the ability into the components? have the logic of the ability as another component, where one could have many components of the same type, if the effects can stack? any other ideas? Of course if you are missing an information please feel free to ask. Also I'm looking forward to suggestions of different approaches.
  4. [quote name='Hodgman' timestamp='1344572071' post='4967975'] Instead of 7 specific languages, I'd give you 7 categories: A systems language, like C, C++. A managed language, like Java, C#. A weakly typed language, like Python, Lua. A web-server centric language, like PHP, Ruby. An automation language, like Bash, Batch. A functional language, like Erlang, Haskell. A domain-specific language, like SQL, Mathematica. [/quote] There is a book called "Seven Languages in Seven Weeks" ...
  5. [quote name='schupf' timestamp='1316160425' post='4862351'] Ogre. OSG is a pain in the ass to use. Very cluttered API and almost no documentation. The vast majority of the methods isn't documented at all. [/quote] If you know OpenGL then OSG is straight forward to use and its documentation are the examples as well as the standard opengl documentation. But yes for getting a game fast up and running OGRE is the choice.
  6. That depends for what? I would argue for OSG if you need rending across network and good support for OpenGL ES or very good support for multi threaded rendering. But if you want more then a graphics engine, go for Ogre.
  7. How about for example [code] pattern = 00000101 number = 10111011 for i in 0 ... 8: if (number >> i) & pattern == pattern: return True return False (pattern & number = 00000001) != pattern (pattern & (number >> 1) = 00000101) == pattern [/code] Sorry did not think of the example rip-off posted
  8. Have a look at [url="http://en.wikipedia.org/wiki/Hough_transform"]Hough transformation[/url]
  9. Hi, I still find myself lost on the new site. I can't see things at a glaze. I do not like the new layout. And I will probably be absent for some time and hope, that when I return, the site has improved.
  10. Hi, how do you set the bindings for the uniforms? glGetActiveUniform glGetUniformLocation glUniformMatrix* ...
  11. Hi, if you have access to research paper have a look at the one from Peer Stelldinger: http://kogs-www.informatik.uni-hamburg.de/~stelldin/publications.html
  12. Hi, I'm in a hurry but maybe you could go the route to export your data and import into some other software? If so have a look at: yEd which seems to be able to do what you are after.
  13. Thank you! I will give it a try.
  14. Hallo, I'm writing an engine (using a component system) where a lot of components can be updated simultaneously. Some of them use random numbers, but if I distribute it over the network or try to replay it, then of course some get the wrong random number. So I'm looking for a way to reliable have the same random numbers for the components. Any ideas?
  15. You could use double dispatch. Just google it and I'm sure you will find a wealth of information about for c++.