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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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  1. One small problem for the MITM with using the model describe in the Wikipedia article. The certificates (public keys) the MITM sends to the client wouldn't be signed by any CA, or if they were, wouldn't have the right information in them (assuming the CA is properly verifying identity before issuing signed certificates). With fenghus' model (note there's no public key sent from the server to the client) the communication is even less reliable, because the server never establishes its identity, and it would be nigh impossible to give each client a unique, digitally signed, secure, key, making the MITM attack completely invisible to either side. >Client sends RSA public key *MITM intercepts key, sends its own in place >Server receives MITM's public key, sends symmetric encryption key to MITM *MITM sends its own random symmetric encryption to client >Client uses Symmetric key from MITM *MITM begins watching encrypted connection You'd be much safer using a CA signed certificate for the server, rather than the client. From the MITM standpoint it's the same, but with a signed cert the client will atleast be able to see that the cert it's receiving isn't the right one.
  2. Quote: Do you think WGA validation should lead to general arrest of everyone at Microsoft? No, but we can dream can't we? As for your question, it's not spyware if it's openly disclosed. It's an authentication program. However, if you're worried about users sharing their usernames and passwords, what's to prevent them from spreading around the program as well? Or even making a program that spoofs the data that is sent to your servers? Anything you can think up, someone can find a way around. And AP, please don't flame. It's not spyware, so you have nothing to be upset about. -overflowed_
  3. Actually, you just described a real collision detection. It's just a very specific type (ie: cylindrical object on walls). If the walls are all straight, you'll want to use the line equation, and find the nearest point on the wall(s), then see if (x2-x1)(x2-x1) + (z2-z1)(z2-z1) is more than the square of the radius of your "flat n' round" object (ie: r*r). Doing so, you don't have to use square root, and your detection will be considerably faster.
  4. You forgot to include the DirectX libraries
  5. you've named your struct the same thing as your CSprite object
  6. Call glLoadIdentity() after switching to ortho mode each frame. You're using the matrix from the previous frame.
  7. Make sure you call glColor3f(1,0,0) before rendering the texture to color it. It doesn't involve blending. deavik is right about the GL_LINEAR, but make sure it you specify it for GL_TEXTURE_MIN_FILTER. Also try GL_LINEAR_MIPMAP_NEAREST if you're using mipmaps. As for the bmp's, I'm fairly sure they do support alpha channels, but I don't believe MSPaint does. I would suggest just using TGAs or something similiar. NeHe has tutorials on how to load compressed and uncompressed TGA's.
  8. Look up gluProject and gluUnProject.
  9. You're probably rendering your test quads (the red and white triangles) after your particle's. Try rendering it before hand. Eh, on second look, disregard that.
  10. Include an alpha channel in your image and use that.
  11. Thanks for the great representation of Canadian intelligence! Have a nice day!
  12. Very nice game man. I would recommend a setting to let players jump ahead a few levels so they don't have to play the really slow stuff. By the way, 2155 first try.
  13. Check out the Half-life mod Natural Selection (Site's down at the moment). It's a Marines vs Aliens combat, with a commander on the marine team. They've dealt with a lot of the problems you will encounter with an FPS/RTS hybrid setup, and it's a fairly decent game. As for the griefer comm, they have a "vote to eject commander" option for the rest of the marines, which seems to work fairly nicely.
  14. No way of doing this, eh? And as you lower the number of polys, jagged edges become nearly impossible to get rid of entirely.
  15. Before you get flamed and/or rated down (more so), check http://www.gamedev.net/reference/start_here/.