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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 Cambo_frog

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  1. Hey, you guys on DirectX 12 early access program. Now the API is public, do you know when your NDA will be lifted, so you can share your experience with us? :)
  2. Just a note for you guys on kepler. I have nVidia 650 ti. The code from backsteps previous attachment ( D3D12-TexturedUpdate4a.zip ) worked Ok for me with a hardware device, when I backed down to D3D_FEATURE_LEVEL_11_0, from D3D_FEATURE_LEVEL_11_1, in the call to D3D12CreateDevice.   build 10041.   Edit: no warnings in debug output.
  3. Been blocked from gamedev for over a week by Avast in browser protection. Was reporting malware (HTML:Script-inf).   Just got back on today.
  4. ApochPiQ, I would so up vote your post if it wasn't in the Lounge.
  5. Haha good point! If I can make an income with it too, I think they would be very pleased!Exactly, it's a win win situation. Now go for it and good luck.
  6. It's great that you have respect for the opinions and wishes of your parents, but you are reaching the time in your life where you need to make your own decisions concerning your future.   I don't think working towards a career in your spare time could be considered as slacking it off.
  7. [quote name='benryves' timestamp='1317134910' post='4866460'] Why [i]would[/i] it have anything to do with Facebook? It doesn't look like the Facebook button and sits next to a "dislike" button which Facebook doesn't have an equivalent for. What do you think it should say instead - "^ this"? [/quote] I can't see a dislike button? All I see is this: [img]http://img651.imageshack.us/img651/9793/nodislike.jpg[/img]
  8. [quote name='broady' timestamp='1309995970' post='4832020'] yes i was expecting to see ctrl+F5 in the debug menu. Its not there, at least by default. [/quote] It should be. The menu item is titled " Start Without Debugging Ctrl + F5". I have pro version of VS2010, but I can't see it being any different in the express version.
  9. zzz

    [quote name='speciesUnknown' timestamp='1299869937' post='4784492'] [quote name='Mike.Popoloski' timestamp='1299789854' post='4784123'] I don't think you understand what "epic" means. An IntelliSense bug, particularly one related to templates, is hardly even worth noticing, let alone creating a dedicated "epic" thread about. [/quote] Translation: Stop dissing your favourite IDE, Visual Studio. You should just rate this guy down if you don't like his post. [/quote] How do you rate down?
  10. The dlls reported missing are for debug builds. Have you tried building in release mode?
  11. Hey guys, If you are thinking of developing a game and releasing it to the public, could you please consider giving the user the option of custom control mapping? By " custom control mapping". I mean giving the user the option to map any "action" in your game, to any key or mouse button. This awsome guy, Gareth, who has cerebal palsy and has no use of his hands, can play FPS and driving games with a mouse and his chin, as long as the game controls can be customised, [img]http://img833.imageshack.us/img833/4476/picture6uo.jpg[/img] Please, please view [url="http://forums.overclockers.co.uk/showthread.php?t=18236540"]this forum link[/url] for more details. Although I am using Gareth as an example, custom control mapping would be useful to everyone, not just the disabled.. Thanks for reading
  12. [quote name='jyk' timestamp='1296470742' post='4767420'] Also, as far as performance goes, I don't know what development environment you're using, but note that in the default project setup for Visual Studio (or at least the versions of it that I've used), SC++L iterator debugging is enabled even in the release configuration, which can give the impression that standard library containers are performing poorly. (These debugging features can be disabled with a couple of macro definitions.) [/quote] Yea, iterator debugging/bounds checking can be a slowdown. Iterator debugging is [b]NOT[/b] enabled by default in [b]realease[/b] builds in VS2010.
  13. Probably when I wrote an assembler for the Commodore 64 (with the 8 bit 6502 processor) in the mid 1980s. I found a source code listing in a magazine at the time for an assembler written in BASIC. I spent several hours typing the listing in, correcting until it ran sucessfully. Note: The Commodore 64 had a built-in BASIC interpreter in ROM. I thought, what program should I produce using this assembler written in BASIC? Maybe some of you can guess what is coming next? Yes, use it to produce an assembler written in 6502 assembly language (producing a program in native 6502 processor machine code). It was a fantastic learning experience regarding "low level" CPU instructions. When it came to learning high(er) level languages later, it made them much easier to learn knowing that there implementations would use the "lower level" constructs I had learned earlier. BTW, The assembler I wrote in assembly language was several hundred times faster than the BASIC version. P.S. I am not an assembly language freak. I haven't used it for ages (I use c++ mostly), but it was great for learning at the time.
  14. Also do a google search on _SCL_SECURE. The default define is _SCL_SECURE=1, which results in the MS implementation of std::vector using a lot of bounds checking and iterator checking code. Try defining _SCL_SECURE=0 For example, in the VS 2008 IDE: Menu->Project->Properties->Configuration Properties->C/C++->Preprocessor Append ";_SCL_SECURE=0" (without quotes) to the "Preprocessor Definitions" property/string Note the leading semi-colon when appending new definitions. You should notice a big difference in performance when _SCL_SECURE=0 is defined. I use the default _SCL_SECURE=1 for debug builds, and define _SCL_SECURE=0 for release builds. One major warning: if you are using extenal libraries which use the SCL (e.g. BOOST) they must be built with the same definition of _SCL_SECURE (for release and/or debug versions).