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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.

Cornstalks

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  1. The protocol is never really required. You can start with "/" and it's taken as the root of the current domain (for example, "/foobar" is <current-protocol>://<current-domain>/foobar, so here on this site it would be http://www.gamedev.net/foobar). Alternatively, you can use "//" to inherit the protocol of the current page (that is, "//foobar" is <current-protocol>://foobar, which would be http://foobar here on GameDev.net). Either way, HTTPS should be hard coded for a login POST with a password being sent. (ugh, the editor ate my post, and I don't have time to retype it)
  2. Certainly, but I'll bet lots of people have (even though they shouldn't). I think secure should be the default for this site, rather than insecure.   That's a good alternative, but given that GameDev.net already has a valid SSL/TLS cert, they might as well use it...
  3. I generally prefer HTTPS browsing. When I tried to go to https://www.gamedev.net many resources on the website failed to load. This made me question GameDev's HTTPS support. So then I decided to test the login form. To my surprise, it doesn't use HTTPS! The login form does a POST to "http://www.gamedev.net/index.php?app=core&amp;module=global&amp;section=login&amp;do=process" (not that it's NOT https). I wanted to see if I could capture my password using WireShark, and to my dismay it was incredibly easy: [attachment=24127:Screen Shot 2014-10-08 at 10.59.17 AM.png] This shows my username and password as part of the POST in clear text. I have redacted with black my password, the hex dump, and portions of the POST data that aren't immediately relevant. Guys, this is a huge security vulnerability.
  4. I am not sure what you're asking. The dolphin's fins move on their own based on your input. I'm guessing he's talking about Flipper the TV show/movie. I love the way the dolphin/fish move!
  5. Because using the "normal"/simple definitions of summation and integers, that summation does diverge. The natural numbers are closed over addition, and yet -1/12 is not a natural number, which breaks that closure of natural numbers. So in order to make sense of this contradiction, alternative/fancier definitions of summations and numbers must be used. Specifically, p-adic numbers, which converge for large values rather than diverge. Once you're using p-adic numbers, you're not using the natural numbers and aren't restricted to the closure of natural numbers, and so can achieve 1 + 2 + 3 + ... = -1/12.   As others have said, you can't treat infinity like a variable and do algebra with it. You can do some things (which actually involve evaluating a limit), but there are several things one might be tempted to do with infinity that would seem valid, but in reality aren't. But maybe I'm not understanding, as I can't see the contradiction/inequality in sum n where n=1..? != sum 1/(1/n) where n=1..?.
  6. I'm not a mathematician, but according to wikipedia and wolframalpha, ?(?1) = -1/12 Mats1 is actually kind of correct. The thing is that the sum of the natural numbers is indeed infinite. In order to get -1/12 you have to use a different concept of numbers, called p-adic numbers. For the curious, this question and answer give good a good introduction to the subject. Anyway, this is further complicated by the fact that we aren't actually talking about 1 + 2 + 3 + ... = -1/12. What we're really talking about are limits and convergence, which isn't necessarily the same (or as strict) as equality. Because it's a limit we're computing, there are more ways to show 1 + 2 + 3 + ... = -1/12 than just the zeta function. So you might say 1 + 2 + 3 + ... is infinity just as much as you might say it's -1/12.
  7. I'm guessing you're using Visual Studio. VS <2013 doesn't have initializer lists.
  8. Perhaps indicating some kind of overflow in the substrate of the universe, or that something akin to floating point error exists even for the humble integer when the values are extreme? Nah, it's a bug in the universe's FPU, similar to the Pentium FDIV bug. Send bug reports to your nearest church/chapel/synagogue/mosque/temple/etc.
  9. My question is why you think this is good cause for a macro? What benefit does this provide over: template <typename T> T pow2(const T& x) { return x * x; } // Or, if using a more "modern" C++: template <typename T> constexpr T pow2(const T& x) { return x * x; }
  10. One thing that hasn't been mentioned much (besides Álvaro) is which infinity you're talking about. Not all infinities are the same. For example, there's Aleph-0* and Aleph-1**. So when you say "is infinity a number" one valid response is "which infinity are you talking about?" It's also important to note that in spite of us sometimes treating infinity like a number, it doesn't match our definition of number: "an arithmetical value, expressed by a word, symbol, or figure, representing a particular quantity and used in counting and making calculations and for showing order in a series or for identification." There isn't a specific, particular quantity represented by infinity. If you just go back and look at the core definitions of number and infinity, you'll see that infinity doesn't quite match the requirements to be a number. *Aleph-0 is the number of integers (and, interestingly, there are the same number of positive integers as there are negative and positive integers). **Aleph-1 may or may not be the number of real numbers; we cannot prove nor disprove this, but it's important to note that Aleph-1 is greater than Aleph-0.
  11. Deja vu. I wonder if this time he'll stay gone...   Dang it, you got me curious enough to google things. Fortunately, there's still a cached page of the joestick that I found to be... life changing. I couldn't find the GPU thread...
  12. Ha sweet. Well, I guess it's back to business, as usual.
  13. I'm back from my hiatus. It's been months since I was active here, which I kinda feel bad about because I was supposed to help a lot with the new Indie Resources thing (I'm not sure what' it's status is).   For me, I'm just about to finish my undergraduate degree within the next week. I'm dating someone. I moved out of my parents' place into SLC. I'm working for IBM (Aspera) now. Besides those bigger things, the smaller things are mostly the same.   Have I missed anything here in GDnet land?
  14. I'm saying what you're really doing when you square both sides is multiply both sides by themselves. So when you have the equation:   -7 = ?x   You can't just square the terms and come up with   49 = x   You have to square both sides, which is effectively multiplying each side by itself:   (-7)2 = (?x)2   Or, another way of writing this is:   49 = ?x?x   If you don't square the sides you skip a step and assume that ?x?x = ?(xx) = x, which isn't generally true.   That's what I'm arguing.