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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. Yep, Visual Studio defines openmode as an int.
  2. My kingdom for an opaque typedef Well, if you didn't use an enum for your flag collection and instead used a namespace as I described, you could do this template<int N> bool Check(const std::bitset<N>& b, int flag) { return (b & std::bitset<N>(flag)).any(); } typedef std::bitset<8> FlagType; namespace InitFlags { const int None = 0; const int Window = 1 << 0; const int VideoOpenGL = 1 << 1; } void Func(const FlagType& flags) { if (Check(flags, InitFlags::Window)) { // do window stuff } }
  3. That's not what an enum is. if you just want a collection of named integer constants, then do that. namespace InitFlags { const int None = 0; const int Window = 1 << 0; const int VideoOpenGL = 1 << 1; } There, done. Even if the language allows you to treat enums as "a group of named integers", that's not what they're for. If you treat everything that C++ allows you to do as good practice, you're in for a world of pain.
  4. How old are you? I ask because it's relevant in terms of how long you expect to continue working. For example, if you were in your 50s, I wouldn't recommend going back and retraining (you'll spend a significant proportion of your remaining working life not earning). On the other hand, if I was in my 20s, one of my primary motivating factors in choosing a career would be "how likely is this job to be automated?" Another option might be to change location instead of careers? I've worked in software development for nearly 20 years now (christ that makes me feel old) and I've never encountered any of the scenarios you describe, despite working in a bunch of industries/roles. But then, I've never worked in the US. Finally, what do you enjoy and what are you good at? There's no point in any of us recommending going into finance/veterinary/construction if you suck at numbers/hate animals/don't like manual labour.
  5. Writing an engine for a single game isn't that hard, especially when you use the most common form of code reuse: ctrl-c ctrl-v Writing an engine to reuse internally (like any bit of software) is twice as hard. Writing an engine for third parties to use is exponentially more difficult. If something goes wrong with your engine, we'll you have the source so you can fix it. But also, you have to fix it. If you use a third party engine, especially a popular one, almost any problem you encounter will usually have been encountered by someone else and probably fixed or worked around.
  6. You don't try to make a profit. At least, not much of one initially. The console itself is generally a loss leader for the royalties Sony and MS receive on the games (although apparently, that wasn't true of the XBone).  The problem is that hardware doesn't really sell consoles, games do. Look at the new Zelda.  And MS just don't really have any platform exclusives to speak of. Almost every "exclusive" they have is also available on Windows 10 or a timed exclusive. Also, gaming PC + steam link FTW! :D
  7.   You'd think with all the extra processing power, they could have fixed Wander's goofy run animation. 
  8. My $0.02: It still has the fundamental issue, lack of upgradability.
  9. Or, and I know this is just fucking insane, we could talk to them? I mean, it's not liked it worked in Northern Ireland, right? I get it, these attacks are awful and those responsible are barbaric assholes. So were the IRA. If we had modern media in the 1700s, so was George Washington. I know I'm just being a wussy liberal, but isn't it just possible that the reason ISIS, Al-queada, etc exist is because they started with a legitimate grievance? Yeah, there's a bunch of religious nut-jobbery, but religious nut-jobbery doesn't work on happy, well adjusted people (and no, just because your situation is fine doesn't mean you don't identify with other people). Nah, to hell with it, let's keep tightening security and bombing brown people! While we're at it, let's demonise whole ethnic groups and nationalities. That's worked out great so far. There's no possible way that could play into the hands of those manipulating people into doing these things! Oh, and the mayor of London didn't say that terror attacks were a fact of modern life, he said security against them was. Anyway, we've had 16 years of THIS war on terror, maybe in another few decades, we might figure out the need to sit down and talk. https://youtu.be/BJP9o4BEziI
  10. Is it an immediate problem? i.e. do you know that there are currently memory leaks?  If so, identify where the issue is using the tools [b]@[member='ApochPiQ'][/b] mentioned, and refactor to smart pointers. Otherwise, just make a note to clean up the code as you work on it in future.
  11. It looks like it's available in VS2017 preview 3 No idea when it will make it into the production version, though.
  12. In addition to what others have said, let's say you have a method that looks kinda like this.  waaay over-simplified, but bear with me. int DoStuff(bool b, int x, int y) { if (b) return x; return y; } Pretty simple, right? Now let's assume that you're calling it like this int x = SomeReallySlowFunction(); int y = AnotherReallySlowFunction(); int answer = DoStuff(someBoolValue, x, y); Uggh, we've called both slow functions and we really only need one! Well, we could move the logic out of DoStuff, but let's assume that DoStuff is actually a bit more complicated and we don't want to do that.  What are our options? Well, you could put the parameters into a class with lazy evaluated properties, but that's kind of a pain. But the other option is to pass delegates instead of values, i.e. int DoStuff(bool b, Func<int> getX, Func<int> getY) { if (b) return getX(); return getY(); } // called like this int answer = DoStuff(someBoolValue, SomeReallySlowFunction, AnotherReallySlowFunction); Note the lack of () on the two method calls. Now, we are only calling whatever methods we actually need. That said, passing a whole bunch of parameters into a method that probably won't need them is usually a code smell and an indication that you should refactor your method.
  13. Is this C or C++?    If it's C++ you should be using vector and ifstream, instead of new[] and fread. At the very least, wrap your FILE pointer in a smart pointer that will close it on destruction.
  14. Just a note on the reputation gain for logging in. I think it's useful for new member up to a certain point, it helps encourage people to come back to the site and gets their initial reputation up. But once you get above a certain point (arbitrarily picking 1000 points), it probably shouldn't count anymore.
  15. Actually, it is serializable. See [b]@[member='Mike2343'][/b]'s link. But that's not a good solution to this problem.