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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 jdhardy

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  1. If you're using it as a scripting system internal to your game, then it will run on just fine on any desktop OS. If the scripts need to interact with the OS (opening files, etc.) then there are a few issues on non-Windows systems, but nothing major.   Non-desktop OSes (iOS, Android, WinPhone, Win8) are not yet supported. Getting the core to work on them wouldn't be that hard (except iOS, which doesn't allow runtime code generation), it just takes time.
  2. Quote:Original post by utilae ostringstream g_StrStream;//string stream What are the differences between the three and which do I need? i = input o = output no prefix = both You need an istringstream (or a stringstream), which uses a string as the source: istringstream iss("5"); int five; iss>>five; Or, with boost::lexical_cast: #include <boost/lexical_cast.hpp> int five = boost::lexical_cast<int>("5");
  3. Quote:Original post by cnstrnd To follow on this particular subject : How can one be sure the virtual functions in the v-table are ordered the same by different compilers ? You can't, but in practice, they usually are. Multiple or virtual inheritance isn't as likely to work, however. As long as you use interfaces with no base classes and only virtual functions, and the member function parameters are interfaces or primitive types, you should be OK. This is basically a cheap version of COM. Pretty much every Windows compiler uses the same vtable layout for this reason - compatibilty with COM interfaces. On other platforms you only have one compiler to worry about, so it doesn't really matter.
  4. Quote:Original post by Driv3MeFar Quote:Original post by SiCrane Iterating through a list is actually very slow. In order to go through the list you need to dereference the next pointer of each node. This causes the cache to turn into mush. You may want to consider a std::vector or std::deque instead. They both have better cache locality than a std::list. Just out of curiosity, if the std::deque in non-contiguous in memory, how is it faster to iterate through than a linked list? Does it try to be as contiguous as possible, or is it just STL magic? A deque is an array of arrays. Each chunk is contiguous, but the chunks are not contiguous with each other. The locality is still better than a list, but not as good as a vector.
  5. Quote:Original post by KulSeran You can however boot off the disk if you have a virutal computer that can see the disk. Thus, if you get a copy of VMWare or a similar program, you can run that from inside your regular OS, and then boot the virtual ISO drive inside VMWare and test your OS there. I'd just like to add that this works great with the free VMWare Player - just use www.easyvmx.com to generate the VMX file.
  6. It works for me (well, as well as any other intellisense) on VS 2005 EE. Try deleting the .ncb file for your project/solution (close the IDE, delete the file, and reopen the IDE). C++ is really nasty to parse, and "simple" errors can hose the intellisense database (the ncb file).
  7. Don't use those functions, because they're unsafe? IF you feel like living on the edge, disable warning 4996: Project->Properties->C/C++->Advanced->Disable specific warnings EDIT: Wait, string.h class? If you're using C++ and you want the C string functions (strncat, strncmp et al.) use #include <cstring>; if you want the C++ std::string class, use #include <string>. If you're using C, string.h is still valid.
  8. Seeing two threads today about difficulties installing Boost, I thought I'd pass this along: Boost Installer for MSVC 7.1 and 8.0. It includes prebuilt binaries of all of the libraries that need building, eliminating the biggest hurdle for using Boost. (I had nothing to do with this; I'm just pointing it out to those that didn't know.)
  9. Quote:Original post by Endar Quote:Original post by deathkrush Don't store pointers in a std::vector, it's a bad idea. Try Boost Pointer Container, it's made specifically for that task. Why is it a bad idea? I do it all the time and the only problems I've had is when I've forgotten to do something important. It handles all of the pointer nastiness for you, and is (marginally) more efficient than std::vector< boost::shared_ptr< Base > > >.
  10. To add to what Dave said, always remember the rule of 3: If you need a copy constructor, assignment operator (operator=), or destructor, you probably need all three.
  11. Quote:Original post by xEricx Stroustrup's book is a great REFERENCE, but its kind of boring to read, so don't expect to learn C++ from it (I did, and it was a pain in the a...) I concur. Once you know C++, it's indispensible, however. Stroustrup and Josuttis will cover 90% of what you will need.
  12. Quote:Original post by owl I've read that to use dynamic_cast I RTTI must be enabled. Is it enabled by default? I'm using gcc. Yep. Most compilers are smart enough to turn on RTTI if they encounter a typeid() or dynamic_cast<>, or issue an error if they are used with RTTI off.
  13. Quote:Original post by snk_kid Quote:Original post by Tertsi I just don't get why they don't just supply lib or dll and include files and be done with it. At least I couldn't find any lib files installed. This is due to a number of reasons mainly the fact that boost strives for cross-platformance and support a large range of different C++ compilers. All these C++ compilers have different levels of standard compliance and anything that is platform specific is obviously different on each platform like OS filesystem. So each of boost libraries needs to be configured to work correctly on the each compiler and/or OS platform. There should be prebuilt libraries for VC7.1 and VC8 for 1.34, last I heard.
  14. Quote:Original post by Tradone right now i'm looking into bytestream binary save / load boost::archive::binary_oarchive/boost::archive::binary_iarchive. If you want to stay in memory (i.e. not use a file), use std::stringstream. You should be able to do compression using Boost.IOStreams, which provides gzip and bzip2 compression filters. Writing an encryption filter wouldn't be too much work, if you had a suitable encryption library (Crypto++).
  15. Quote:Original post by Promit SQLite isn't really meant for deployment on the web though...is it? Like most things, it depends. It's concurrent write preformance is dismal, since it looks the whole database (file). For read-only or single writer (say a blog) systems, it should be sufficient. Because you don't need a DBMS daemon running, it's also possible to use it on hosts that don't have a database server. Plus, administration is trivial - creating and deleting files is all you need to do. I have no idea how well it scales with concurrent readers, though. There's also an ASP.NET adapter that works well enough for my purposes.