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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.

Rain Dog

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  1. +1 for bazaar. It works really well for me. As far as perforce goes, I cannot comprehend why anyone uses it. I use a version of it at work and as far as version control systems go, I think the only advantage it has is that it scales to TB sized repositories. The actual versioning system is very sub par compared to bzr/git/mercurial. And lets not forget the fact that it's also really really expensive.
  2. I was wondering if there is a way to read files greater than 4GB using std::ifstream? I already have a solution that works better than I could have imagined on files that are 1.8GB that uses buffering but when I needed to process a 6.8GB file, it didn't read a single byte. What I don't understand is that std::ios::pos_type is 24 bytes in size but std::streamsize is 4 bytes. Is there a way to get 8 bytes size? void stream_fill_string_n(std::ifstream *stream, std::string &output, unsigned int max_size) { std::ios::pos_type cur_read = stream->tellg(); stream->seekg(0, std::ios::end); std::ios::pos_type read_avail = stream->tellg() - cur_read; stream->seekg(cur_read); std::size_t fill_start = output.length() > 0 ? output.length() - 1 : 0; if(read_avail < static_cast<std::ios::pos_type>(max_size)) { max_size = read_avail; } output.resize(max_size + fill_start+1); stream->read(&output[fill_start], static_cast<std::streamsize>(max_size)); } note: i moved this from the beginners forum as they probably have nfc.
  3. void stream_fill_string(std::ifstream *stream, std::string &output) { std::ios::pos_type size = stream_size(stream); output.resize(size); stream->read(&output[0], size); } Will read a lot faster. Look here: http://groups.google.com/group/perfo/browse_thread/thread/1ecf38b7d7ea7d38
  4. I was wondering when you would bring back the struct that would be C/C++ compatable. I have been toying with scripting a currently not scripted part of my app but it currently relies heavily on being able to cast arbitrary memory segments into structures.
  5. If I recall, agner fog is a researcher at Intel.
  6. I've been meaning to comment on this: I prefer the cast<type>(value) cast syntax over the rest. Secondly, the const_cast, static_cast, etc are useful for several reasons: 1. They provide additional semantics for users and demonstrate that the user is explicitly aware of the type of cast and generally what they expect the cast to be valid for. 2. They are way easier to find: Try creating the reg exp that 100% finds C-style casts, then one that finds C++ casts and tell me what one you finish first =)
  7. I think this code: List l = { ... } Function callback = new Function(int arg1, int arg2) { return arg1 > arg2 } qsort(list, callback); Is awesome.
  8. I agree. Some type of easier to use debugger might be highly useful, something that might say, return a char* of the current stack, ability to add, remove break points, set conditional breakpoints, etc, might be highly useful.
  9. FYI: My usage of your preprocessor has also required me to account for an off by one line error, or perhaps it is the way angelscript reports lines also.
  10. What you can do to make it easier to add references, etc, is 1: inherit from a "Referenced" base class or 2, create a macro: DECLARE_IS_REFERENCEABLE().
  11. I had a problem trying to bind operator[] using templates. I had a function like this: in essence this: template<class IndexType, class ReturnType, class ObjectType> ReturnType Indexer(IndexType i, ObjectType o) { return o[i]; } But I could never get it to resolve the 'ReturnType' template. The compiler always balked about not being able to find the function. I was using asFUNCTIONPR macro btw. I will have to retry it with your binder now, Deyja. EDIT: It appears now that the error could have been in the use of asFUNCTIONPR, as Deyja appears to be using asFUNCTION and passing template parameters, while I was doing asFUNCTIONPR(MyFunc, (int, int, vector), int) or something similar.
  12. in the more general sense, a wrapper is something that will provide an easier to use interface to a complex or poorly written or logically similar group of functions. For example, I might want to create a wrapper over winsock that easily allows me to send an http request. I want to be able to use it like this: WinsockWrapper.MyHttpRequestMaker("this is my http post message"); The function would group together code that creates the connection, socket, and finally sends the data
  13. Register a smartptr type class w/ AS, then register a std::vector binding for the smart pointer class, and a creational method that returns the smart pointers, and you will have code like this: ObjArray myObjs; myObjs.PushBack(CreateSmartObject("Square"); That is kind of crappy way, but you should be able to improve on it.
  14. You'll need AS built prior to compiling the tutorial. And alternatively, may need to direct your linker to the angelscript.lib file.
  15. I link my DLL's w/ the angelscript.h header file. I export a simple function "RegisterPlugin" that takes an asIScriptEngine* and then register the API like you would any other way. The DLL is only dependant upon the angelscript.h interface declarations and works out fairly well. The problems you have to watch for are mostly memory management related, and for example, require you to use the same comiler/settings in some cases like for std::string registration. If your dll function takes a std::string from AS, it had best be the same std::string that it knows about otherwise you will crash.