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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 Horatius83

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  1. I'm back! It's been a while...
  2. Take the job. You'll probably learn more there then you would in most college classes. As for Japan, try study-abroad first. I'd recommend JCMU, the teachers are good and it's fairly cheap compared to most of the programs in Tokyo.
  3. I'm not sure if this lies in the purview of game development, but I was wondering if anyone knows of any good tutorials on Kalman Filters/Histogram Filters. I'm currently using "Probabilistic Robotics" by Thrun, Burgard, and Fox and it is almost incomprehensible, I thought my math background was pretty strong but this book has really put me in my place. Any help you <persons>* can offer would be appreciated. *English needs gender-neutral pronouns Edit: Yes I've checked Wikipedia, but I'm looking for more concrete examples, explanations on how to come up with the various matrices, what the matrices represent, etc.
  4. Try using the constructor to set the pointers to null (0) and the destructor to deallocate any remaining data. Also you might consider an using an array of pointers. class Tile { public: Tile(){p[0]=p[1]=p[2]=p[3]=0;}; ~Tile() { for(unsigned int i=0;i<4;++i) SafeDelete(p[i]); }; void Allocate(unsigned int index,Vec3D* p) { assert(index < 4); assert(p); SafeDelete(p[index]); p[index] = p; }; void SafeDelete(Vec3D* p) { if(p != 0) { delete p; p = 0; } }; Vec3D* p[4]; }; ;
  5. Just checked it, yes it works under Visual C++ 2005.
  6. Are you sure it isn't supposed to be pshufd? edit: Nevermind it's an SSE3 extension apparently. Short of getting the Intel compiler I'm not sure what you can do. You could try the free Visual C++ Express Edition and see if it works, or maybe try including the intrinics libraries from a newer compiler, though I seriously doubt anything good will come of it.
  7. I guess if you wanted to only store the values -1, 0, or 1 then you would use that, though you're still wasting 6 bits for no apparent reason.
  8. Ok, looking back, maybe if you cut down the scope of it, it might work. Like say a game for memorizing Kanji, a chat program to help you master pattern sentences, or maybe have different levels for useful stuff: How to eat a meal (what to say, how to compliment, where to put your chopsticks) How to navigate the trains/subways, order tickets, where to park your bike. How to deal with the gestapo er um keisatsu (legal issues, gaijin cards, etc.) How to dodge pimps in Roppongi late at night (I wish I were kidding...) It's possible I think if you scale it down a bit.
  9. There is an RPG that attempts to teach Japanese, I forget the name, but what you are trying to do isn't a trivial problem. Japanese is spoken at many different levels (keigo ga daikirai!), and is very high context, so picking it up passively is going to be difficult. You also have the problem of the limited number of sounds in Japanese, which produce many homonyms that vary depending on context, the most famous being the three forms of hashi. The written language is even worse, mapping a monosyllabic writing system onto a polysyllabic language was the worst idea ever, and if you can make the seemingly arbitrary and NUMEROUS kanji readings easier to remember I'll build a temple in your honor. There's also the problem of vocabulary, "There are C4 charges placed on the support beams of the bridge" doesn't come up in many conversations, and mercenaries wouldn't be prone to using respectful form I wouldn't think. (oshinininarimasenka? Honored sir, won't you please die?) Anyway, I'm not trying to dissuade you from doing it, just keep in mind languages are quite complicated, and I have a paper due in four hours so ganbattekudasai.
  10. Possible? Yes Feasible? Not for most people, if you only have five or six hours a week to dedicate to programming it could take years to write a game, not mention you'll have to make all the character models, levels, and UI in addition to programming the game (which includes AI, Physics, Game Logic, Rendering, and Sound). So try to start small, as finished games tend to impress folks a lot more then a pile of code which to sane people looks like gibberish. As for the model issue, you understand the model-to-world and world-to-camera transformations right? For the model-to-world transformation you can scale an object, translate an object, or rotate an object (you can also skew an object, though that's generally not needed). So basically you fill in your matrix with translation data, and then multiply every vertex with that matrix and you get the final position of your model, which you then add to your vertex buffer. If you want the model to appear twice you just need two matrices with different values, you multiply by the model vertexes and add them all to the vertex buffer for rendering.
  11. I believe UTF-8 uses 8-bit character streams to encode multi-byte data, see this website for information. Also UCS-2 (wchar_t) can no longer encode the entire Unicode character set (you'd think 65,535 characters would be enough), so you end up with a variable number of bytes per character no matter what, and at least with UTF-8 you can still be compatible with older programs that use traditional strings. The bright side of this is you can still use plain old std::string since it uses the null terminator and multibyte characters use the sign bit. I wish I could tell you how to render the fonts in a cross-platform way, but I've had plenty of trouble just getting to work in windows, so good luck, and if you figure it out be sure to write a tutorial.
  12. Hello, I'm working on a project that is essentially a flash-card program to help people memorize things, one feature I want is some kind of system that analyzes what the user has difficulty with and to quiz them more often on these specific questions. I also want to factor in time, as a person is more likely to forget something after a long period of time, so the basic elements I have are time, repetitions, and percentage of correct answers. So far I've come up with the formula: p = (t1-t0)*c + r p is the probability the question will be asked t1 is the time at which the question is asked t0 is the last time it was asked c is some constant, so maybe it should be 'k' for "kludge" r is the rate at which the question has been incorrect So I have some questions about this, 1) Would this be effective, does anyone know any good research on how effectively people can retain information over a given amount of time? 2) Are there better ways of doing this? I've been thinking about maybe a neural net, but the network could grow quite large over time (since it's supposed to keep a record of every question ever asked and look for problem areas) so what would be a good way to approach this from an AI point of view? 3) Are there programs out there that do this already?
  13. In most cases C++, though multi-threading in C++ is not fun. If the problem is vectorizable then using shaders or SSE would speed things up a bit. The first thing you should question is do you *really* need that much speed? You can use shaders with C# too, so C++ isn't the end-all be-all of programming. Check out GPGPU for information on using shaders and general purpose programming.
  14. I haven't had any problems recently, though I'm in Japan so I'm probably not accessing it at peak hours. Anyway, keep up the good fight!
  15. Try Dark Basic. Should be perfect for what you're trying to do.