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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 codeandroid

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  1. We use Luabind SVN HEAD with Lua 5.1 and it works fine.
  2. Congratulations! It's looking great!
  3. If it's your first game and you're planning to complete it, then *use* an existing game engine. Spend your time creating a game instead of creating and maintaining (!) an engine. That said, people have created nearly complete games solely using scripts (Lua,Python...). Especially for rapid prototyping this may work nicely! It depends a lot on your exact requirements, though.
  4. The luabind mailing list has some information on the date of the CVS version that builds with MSVC8. Also, it's discussed (with solutions to the problem) at the yake.org forums.
  5. Alternatively you can get the function pointer for MiniDumpWriteDump with LoadLibrary() and GetProcAddress().
  6. evolutional is right. @meeshoo: Rolling your own engine instead of using an engine that may not have a large community but is actively developed and is currently used to develop several simulation/game applications strucks as me the worse of the two cases. You want to create a game, not an engine, eh? ;) Maybe modding is an alternative, too? It probably gets you results much faster. And you get a proven engine and a solid set of tools.
  7. OGRE is a rendering engine, Nebula Device is more a game engine. If you want to compare Nebula to an OGRE based game engine try YAKE.
  8. Yake is a game/VR engine, multilicensed and opensource. It features abstraction layers with pluggable backends (e.g. OGRE3D for graphics, Novodex or ODE for physics etc) as well as various high-level application components (like a scriptable entity system and other data-driven components) and more. Yake is used in several "serious" projects, some of them being games (e.g. OpenFrag), others are simulations (e.g. submarine ROV). Tools are in development. Already Yake comes with a specialized exporter for 3dsmax, which handles export of graphics and physics information. We have a small but healthy community. Please not that Yake is still very young and therefore heavy work-in-progress. While some components are stable others are still subject to change/refactoring. For more information visit: www.yake.org.
  9. Quote:Original post by Seriema I never called OGRE immature. I'm talking about _finished games_ using any engine. Since OGRE just recently released 1.0 there aren't that many finished games using it. Sure there are alot of projects using it. But game projects, just as engine projects, are often started but rarely finished. Maybe it's just me, but I would only feel an article is relevant if it's comparing engines that has proven architecture, stability, maintainability and scalability - with the most important thing: games made with it. And maybe it's just me again, but comparing full blown game engines to a rendering engine is a bit odd. Note: <-- NOTE! --> I'm not dissing any engines here, I'm trying to sort out what would be relevant in comparing. It's still the OP's decision what will be included. Several commercial games that use OGRE have been released already. More are in the pipeline. Read: *real* games with budgets yadda yadda. -codeandroid
  10. dbruns: If you want to see results fast then start with a proven engine (e.g. Torque) which comes with a complete set of tools (editors, exporters/importers etc). Otoh, if for some reason you want to invest more resources (read: time. something which you said is pretty scarce) then you could use the (excellent!) OGRE for rendering. That still leaves you to worry about the game engine as OGRE is for rendering only. Yake would be a possible candidate as a 'game engine' using OGRE but it's quite young and this shows in the number of available tools etc. -codeandroid
  11. iduchesne: Thanks for making the screenshots more accessible. The weather system demonstration looks good :) Keep us updated how the rest comes along. What will the prototype feature? -codeandroid
  12. Why do I need to create yet another account just to see a few screenies? :D -codeandroid
  13. yake is a new game engine (using ogre3d as one rendering plugin). it's still quite young which can be a advantage/disadvantage depending on your needs :) -codeandroid
  14. Quote:Original post by jeroenb I also noticed that luabind isn't very actively being developed anymore. Is it perhaps better to use something else? Why do you think it isn't very actively being developed anymore? A co-developer was in regular contact with the maintainers/authors just a few months ago and development was still going on then. Anyway, I'll have to tackle the same problem as you soon (gcc 3.4.x). -codeandroid
  15. Ogre is *not* an application framework. It's solely a rendering engine. An excellent one, though :) So "dropping it into my code" is exactly what I'm doing with it. A rather new game engine is Yake (www.yake.org) which also uses Ogre as one possible rendering plugin. -codeandroid