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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.

DeltaVee

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  1. Couple of things. No Chicks. No Beer. No Somethingorothergimmeeasecandillthinkofsomething. Other than that sweet and simple, not bad. Now where is my (Red) Stripe?
  2. SCripting is used to define the behaviour or set the rules of your game without having to recompile the whole application. Most scripting is text based and is fairly generic. Your game would have a script engine that would read in the script at run time, parse it and set up the game environment. Simple generic script. WHEN <CONDITION> PERFORM <ACTION> So in the case of Pong you could create the following script WHEN <BALL intersects LEFTWALL> PERFORM { SOUND PONG; XVel = -XVel}
  3. .3ds is well documented. Most modelling packages will either import or export .3ds.
  4. Wild approximation: Server to 1000 clients, 10 times a second at 100 bytes a packet is about 1 megabyte a second.
  5. Use a 'Game Card' system, this will reduce costs drastically, I don;t think youd get any payment vendor to allow transactions below a certain dollar limit. i.e. Each session costs 25 cents, but it is deducted from a prepaid debit account, the amount of which is decided by the player (minimum 5 dollars with increments of a dollar). This way you get the player commited for a minimum fixed amount with a guaranteed return until the credits run out (higher population), not to mention a higher revenue stream.
  6. Dusts off his Network Programming for Microsoft Windows TCP guarantees the order of individual packets sent UDP does not (doesn't even gaurantee arrival)
  7. Quote:Original post by Spoonbender Quote: I am fairly certain the instant I post this that someone else will correct me. You bet! [wink] hehe :P Quote:Original post by Spoonbender But from the point of view of your application, the packets will arrive in the order you sent them. Unless he is openning a socket then closing it for every packet.
  8. I am fairly certain the instant I post this that someone else will correct me. But the answer to your question is no there is no way to guarantee the order in which two separate TCP packets arrive. The reason for this is simple. Packet A may be routed via a distant satellite orbitting an entirely different planet and packet B gets routed via a router located next door to your, there for packet B gets to you first. You can get round this by using what I call meta packets, place all your order sensitive 'packets' into a stream and then send that. In fact this would be a more efficvient way of doing things. Look up the TCP protocol and you will see what I mean, there is a significant overhead to establishing a TCP connection. Which is why alot of people use UDP (for delta data).