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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 joeG

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  1. It took me about 8 tries to get something other than a type 0 map.
  2. We'll have to wait and see. You guys have done well in the past few years, so there's no reason to overlook you guys.
  3. Link: 5th year in a row! Boomer Sooner!
  4. Here's the bits from an autoconf project that is more or less what you're asking for. The result is a C++ executable that starts a Python interpreter and dynamically loads (via Python) a C++ Python extension that exposes all the engine to the Python users (which is mainly scripting, game logic and AI). The key bits are in the configure.in listing where you get the linking flags from a python script via the package distutils. Makefile.am that builds the executable AM_CXXFLAGS=@CPPUNIT_CFLAGS@ -I../../src -I../../bindings/python -I../src @PYTHON_CXXFLAGS@ LDADD=@CPPUNIT_LIBS@ ../../src/libengine.la ../../bindings/python/libpyengine.la LDFLAGS= @PYTHON_LDFLAGS@ -export-dynamic from configure.in at the top-level AM_PATH_PYTHON("2.2") AC_CHECK_HEADER( python${PYTHON_VERSION}/Python.h, PYTHON_CXXFLAGS=-I/usr/include/python${PYTHON_VERSION}, AC_MSG_ERROR(the Game needs the Python headers to build)) AC_SUBST(PYTHON_CXXFLAGS) AC_SUBST([PYTHON_LDFLAGS], [`${PYTHON} -c "import distutils.sysconfig s= distutils.sysconfig.get_config_var('LINKFORSHARED') if(s is not None): print s"` ] )
  5. Let me try this thread again in a better forum... My game engine is typical of today's games; logic is going to be written in Python, the rendering code in C++. All is pretty much done (except a lot of real testing of the Python binding), except one tiny problem :-) The main application deserializes an object from a file and then sends it back to the caller which happens to be some code in the Python extension module. Any attempt to read from that data results in a segmentation fault. I tried an experiment with one of the C++ classes that was declared and defined in the header file and all went well ( I could read from the data sent from the application). Therefore I suspect that the problem is with the symbol table of the module not being properly loaded when the module is dlopen'd. A look at the symbols in the Python extension reveals that the vtable was defined for the class that worked, but not so for the other classes that I tried. So I guess the question is: "How does one ensure that the module gets a copy of the symbol table from the application?" Thanks for your time,